frag.machine wrote:I suspect this vanilla mode is more a curiosity and not a priority for Spike, and tbh it shouldn't be. I'd rather see him improving and evolving the parts of the engine that are unique like CSQC. There is already a number of engines where fidelity to the original down to the ugliest detail is the main objective.
tbh, FTE's vanilla preset is somewhat of a piss-take of those engines. For instance, I got Spirit to test it and he complained that quad didn't glow blue. Quad *NEVER* glowed blue in NQ (it does in QW, but QW has an actual EF_BLUE thing). Now, I'll admit that fte's dlights are not white like vanilla's instead taking their colour from glquake's flashblend, but its the little things like this which stick a finger up at the purists (in a snickery kind of way rather than anything else).
Really though, its more of a question of how vanillaery it needs to look for people to accept it (I refuse to disable mdl lerping in this preset) in preference to other engines.
The real issue is when people reject it out of hand simply because it supports replacement textures... Maybe I'm just overestimating the number of people in the community that would refuse to play a mod because it needs an engine that they're not familiar with.
@leileilol
Explosion particles *should* use gravity... just by 1/10th of what they do in fte right now. will fix.
The fov thing was kinda to make a point. Imho my point is proven now so I can revert it. This was always meant to be a temporary thing which is why it didn't make it into the preset.
I'm not sure what to do with dlights. FTE's rockets etc are a bit orange, which as noted already is too non-vanilla for my liking (same colour as gl flashblends, but wrong when its lighting stuff up). The dlights fading out is along the same vein as model interpolation, and I'm unsure how vanilla-like it really should be. Really all of these things need to move to the particle/effects system, the problem is what happens when multiple effects are used on a single entity.
Fullbrights overbrighting is problematic with rtlights. I could indeed use a different blend inside the glsl, but I'd need to special-case it to avoid alphaless lumas destroying everything, which isn't a nice thing. perhaps the solution here is to clear the base texture to black instead?
by water turbulence, I assume you mean the underwater one instead of the 'turb' textures? water surfaces should be close enough already. the underwater warp effect isn't resolution dependant (and I suspect gets stretched slightly with widescreen aspects...). I'm not convinced that its a good thing to replicate software rendering's issues, so I'm heistant to make any changes here, but I agree that its not vanilla how it is.
@baker
I'm not saying I don't see the point, only that I've not had a need so far.
Thanks for the link, I'll probably mess about with that at some point.
@seven+baker
http://triptohell.info/moodles/web/ftewebgl.html - still needs drag and drop for adding pak1.pak I suppose.
that's my solution to windows rt at least... disturbingly its easier to target webgl+ie than it is winrt (apart from the whole javascript thing).
apparently I still need to work on touch input events for it to be usable in phone browsers, but at least the rest appears to work.
it would be nice to get drag+drop working to install mods, but gamedirs and conflicts gets in the way of that.
might be nice to get the engine to automatically decompress from the cd if it can find that without a prior installation. different versions will probably just mess everything up.
@qbism
they're just predefined values for a number of cvars (37 different cvars, apparently), and not a single setting. use sv_nqplayerphysics 1 if you want nq physics with the other presets, the others are just graphics settings (excluding the cl_demoreel cvar, but hey, that's irrelevent once you start a game).
total conversions are generally expected to provide their own menus+default.cfg, which allows them to provide their own custom presets instead (or just enforce a single default, if desired).