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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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Adib 
.mdl is about as hard as downloading preach's md3->mdl converter I think.

I may be missing something, so others please jump in. 
Nah 
it's really that simple. 3d app -> mdl involves md3 so you just keep doing the same thing. 
Playing Devil's Advocate 
The issue of md3 backwards-compatibility would present a unique - and possibly quite annoying - quandary, because the more you make use of the capabilities of md3, the worse the fallback mdl is going to look.

Do you not care that a certain percentage of players will witness your awesome tentacle boss monster in the form of a horribly mangled soup of quivering triangles?

Do you purposely constrain your design so that the mdl will still look "ok"?

I think I'd take the latter approach because the thought of it looking terrible in certain engines would grind my goat a bit. But this approach does undermine the whole idea, I will admit. 
 
How will darkplaces deal with this md3 + mdl model you're planning? 
Progressive Enhancement 
Do you purposely constrain your design so that the mdl will still look "ok"?

I wrote this article a while back and I think some of it would relate to MD3 upgrading MDL

https://tomeofpreach.wordpress.com/2012/11/19/progressive-enhancement/

The most successfully adopted features across all engines, like fog, skyboxes, external textures and alpha, all exhibit some echo of progressive enhancement, so I think it's a pattern to bear in mind. 
Preach 
That is very sensible and sound. I agree. 
@adib 
If I recall, DarkPlaces uses .mdl as the file name.

And then it checks the first few bytes of the file with the name "solider.mdl" for the word "IDP3" to see if it is MD3 (or some other model format). 
With Precedent 
In standard quake engines, whether something is loaded as a mdl, bsp or spr is always determined by the header, never by the file extension. In theory you can use any extension you like for anything!

But the scheme that plans to rename an md3 file with a .mdl extension does fail to have any level of backwards compatibility. Something a bit more along the line of...

progs/cultist.mdl
progs/cultist.mdl.md3

...where precaching "progs/cultist.mdl" will first try to find "progs/cultist.mdl.md3" and load that as a substitute if it's available, would work a lot better. A bit like how .lit is a separate file with a name-matching convention, so it doesn't affect old engines but takes effect automatically in new ones. 
I Want A Cultist Model... 
I want a cultist model now! 
Hmm 
I really should go back and revisit this chap someday...

https://tomeofpreach.files.wordpress.com/2015/10/cultist.jpg

He needs a quality pass on the skin and a completed set of animations though so may take a while. 
What Warren Said 
As I said before and Warren pointed out again... Shambler 200 triangles... Dog 600 triangles... smells suspect to say the least. I think we can all agree that the shambler was a little light back in the day. Now on a pure quality standpoint I found the rigging to be a sad sight with how it deformed back then even. But that is a discussion for another day. :) 
Nice! 
Give him a pump-action shotgun and some blade legs instead! 
 
They didn't have rigging at first. Kevin Cloud had to do at least some of that animation pose by pose by moving verts.

I don't know what software they used, but the original tools all only parsed Alias .TRI files, so whatever Alias's 3D package was at the time. Advanced Visualizer, maybe?

anyway, off topic 
Curious 
Well not much excuse for bad rigging even in 1996. Soft skinning was already supported in various art packages like Maya, Softimage and hell even 3ds DOS with an early version of bones pro. Yea off topic. crazy how just improvement in the art tool pipeline can upgrade old games without changing the underlying systems. 
 
I'm having some fun writing some GLSL shaders effects lately and i wanted to know how to apply them into QuakeSpasm. Small and fun things like Nightvision, B&W, etc. Where i can find docs on the subject? 
 
Dunno, but make sure you write a shader that makes it look like software quake. 
Kinn 
is right... the software mode would be neat. Also make sure you get the terrible z-plane texture wobbliness. 
Also 
Making the large models (like shambler) just disappear if they get too close to the edges of the screen would be sweeeeet. 
Facepalm... 
Some glitches can be left to the past. 
Outerworld 
You could hack the gamma shader, which postprocesses the entire screen just before displaying it. See:
https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/gl_rmain.c#L146
Just make sure to set your gamma cvar to something other than 1, otherwise the shader isn't used. 
Re: #1674 
That bug was actually in glquake too. 
Indeed It Was 
Anyway, obviously I was being sarcastic, Skiffy.

I do however think the 8-bit colours of software Quake is a feature worth emulating if possible as an option. It's one of those things that really defined the look of Quake for me. 
Yeah 
When you had to imagine what was going on between those fat pixels being splattered across the screen.

HD takes that away and sends you into a vegetative state. 
Framerate 
cl_maxfps Doesnt works in Qspasm right ? Any tip to get my quake1 running at more than 70 fps ? 
@nunu 
Change the max fps limit to number LIMIT with this command:

host_maxfps LIMIT

Show the result on screen:

scr_showfps 1

Since you are already running at around 70 fps, you won't need to mess with vsync. The command for it is vid_vsync if you do need to. 
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