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Quake Custom Engines
Discuss modified Quake engines here, I guess. What engines do you use? What are the pros/cons of existing engines? What features would you like to see implemented/removed?
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Yeah, About That 
Would it be feasible to combine bsp2 support with real software renderer? What about framerate on giant maps? 
 
I'm with Kinn.

Well, mostly ... I mean, I'd be willing to accept colored lights and fog and all that as long as that, too, conformed to the Quake palette at all times.

Might be an interesting look! 
Dwere, Meet Qbism. 
 
Don't Know How I Missed That 
I wasn't even drunk. 
I'm With Kinn Too 
 
 
Well, the framerate in RRP is bad. But it's kinda predictable. What I really don't like is how the engine distorts everything in 4:3 modes.

Not everyone has a widescreen display. Some people have widescreen displays that can show a 4:3 picture without stretching it to fill the screen.

=> It would be nice to have the ability to control aspect ratio correction in the options. 
Old 4:3 Display... Pentium 3 Laptop? 
I have a similar 4:3 situation on an old laptop. Set vid_nativeaspect 1.333 in the console. By default super8 will guess aspect based on the highest available resolution.

Rolling with 8-bit purism theme, the only legitimate framerate comparison is with Quakeforge and GLSL simulated 8-bit. How's that compare on same machine? 
Also Framerate 
Biggest boost to framerate would be fog 0 in console. But it will never reach Quakespasm fps. (Well, maybe on fast CPU with lousy GPU.) Among all bigmap-capable engines QS is the fastest I've seen.

I usually set cl_maxfps to 24. In SW mode it doesn't feel as choppy as one might think. Hardcore is 12 or maybe 10. Might have been thrilled to get 12 fps in '96. 
Compass 
I don't know if it's the same issue, but just realized my fov compensation is slightly off-center. The effect is that the view and the vwep are not rotating on the same axis. Fixable. 
Compass 
Yah, what you said sounds like the culprit. Here is the porblem as I see it:

Look left: http://i.imgur.com/U4aX3sR.png

Look right: http://i.imgur.com/CnvoYH4.png 
 
>> Pentium 3 laptop?

No, but I often use 640x480 to improve performance, because it's the smallest resolution available to me.

Thanks, "vid_nativeaspect 1.333" helped, although 2D is still distorted. That was my main gripe, really, because unfiltered artwork looks very ugly when stretched by the wrong amount.

>> The effect is that the view and the vwep are not rotating on the same axis.

TBH, it's the case even with the vanilla engine, although it's not nearly as noticeable. 
Viewmodel 
Thanks for the pics. Bob settings move the model but scr_ofsx, y, and z move player POV. Hadn't thought about that before.

aspect: It might be possible to affect 2D graphics by the override as well. Will look into it. 
Qbism 
Does snd_speed "11025" work? I set this in my config but the sound still seems all crisp and squeaky, like it's stuck at a higher value...? 
QuakeForge, Windows, And Fullscreen? 
Anybody here using QF on Windows 7?

I was giving it a try, and I can't get it to go fullscreen. Console just says "vid_updatefullscreen: error setting fullscreen".

Googling just turns up a lot of "yep that's a problem" sorts of pages, either about QF specifically or about SDL on Windows, so I thought I'd ask here if it is a known QF issue that has a fix/workaround.

Perhaps related: the framerate tanks if I leave QF in windowed mode but increase it to some usable resolution (like 1280x720) using command-line args. 
I Have Same Problem On Windows 8 
I tried QuakeForge - can't get it to do anything beyond a 320x200 window.

Buggered about for a few minutes with configs, command line bollox etc, then gave up. 
Snd_speed 
Sound initialization occurs very early in Winquake. It's in the video code prior to video initialization. According to code comments, this is so that a pop-up error message could be displayed if the audio card is already in use by another program.

In next build this will be a command-line setting:
-sndspeed

Really the only the way to get to it without possibly breaking compatibility. Because that is the case, will leave the original 11025 as default. 
QF 
can set -width 800 -height 600 (for example) in cammand line to get a bigger window. Still won't be fullscreen, and the FPS is very low for me. 
QF 
is so damn buggy. I went through a two day period of absolutely loving that engine, then realised it was buggy and (then) abandoned. 
 
Did you report them? Bug finding needs active users. 
Qf 
runs at a really low frame-rate for me. lasted about 5 minutes with it then deleted it. 
QF 
Yeah, if it can't even get fullscreen stuff right, I'm not surprised that the rest of it is jangly as all trousers too... 
Quakeforge 
There are different renderers available, try

+set vid_render (gl|gles|sw|sw32)

No idea if the windows binary has them built in or something.

http://forums.inside3d.com/viewtopic.php?f=1&t=5118 has some more tips. 
 
(The accidentally-anon QF post above was me, BTW.)

This command line works for me: +set vid_render sw +set vid_width 1920 +set vid_height 1080 +set vid_fullscreen 1 +set con_width 640 +set con_height 360

Both sw and sw32 work for vid_render. Not sure what the difference is? Output pixel bit depth?

The gl renderer is painfully slow, and glsl causes an error dialog that says "Couldn't load critical OpenGL function glActiveTexture" (same thing that sock reported in that thread). 
Also Featuring Ghost Torches 
fteqw has r_softwarebanding now, I never knew the software stuff was responsible for the proper brownness. It looks so much nicer, especially the bricks.

http://www.quaketastic.com/files/screen_shots/fte-20150208220201-0.png

http://www.quaketastic.com/files/screen_shots/fte-20150208220215-0.png 
Ahhhh 
Those are the colours I remember in my Quake. 
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