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FTE Engine
This engine needs its own thread... also!

FTE's homepage: http://fte.triptohell.info/

This thread is for the discussion of using FTE's enhanced features, and/or drawbacks, for Quake level design/modding and/or gaming in general.

Discuss...
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@KenChennar 
Shib requires gl_farclip 256000, which FTE doesn't seem to support. 
SgtStabs 
all that jazz and no VR support?

these older games play really well in VR for some reason if VR is modded in correctly the new quakespasm sdl2 works great.

hacky injected forced VR however is poison 
Mirrors, True Rotation, Etc. 
Spike once said FTE has recursive mirrors. (99% on this).

FTE also has true rotation available and ericw-tools map compiling tools true rotation as an option. (To get the most out of true rotation -- like doors and drawbridges and such -- requires QuakeC, the Remake Quake game code QuakeC has that available http://svn.icculus.org/remakequake/src/ ). 
@Baker 
Am I reading that right?

Just need to add RMQ's rotation QC code to a progs compile and all the pieces(ericw tools + progs + FTE) are in place for true rotation? 
Re: #17 
I already tested this so, it worked. No need for a reply.

Such an easy setup. Only downside left is the "choppiness" of the rotation. But every Quake rotation has this as well. 
 
That is correct. Should work in DarkPlaces as well. DarkPlaces also supports true rotation.

Rotation particularly is required for, say, func_door. You have to modify the door code.

As I understand it, it's probably a notch or 2 above novice level -- so if you are completely QuakeC clueless/coding adverse you'll either need to commit to doing a QuakeC tutorial or 2 to move yourself above novice --- or find a QuakeC literate friend and either bribe him/twist his arm to doing the task or helping you along the way.)

If you use something like WinMerge (a user-friendly file app to compare files or whole folders) to compare versus vanilla progs 1.06 source code to the below, you may find this useful as a start ...

http://forums.insideqc.com/viewtopic.php?f=12&t=2376 (ignore all the engine code on that page like world.c, sv_phys.c -- that ain't QuakeC).

Nothing about it is "hard". But will require a medium commitment to detail.

I, in fact, was quite newbie writing that tutorial and used WinMerge to extract the door rotation QuakeC from Avirox's source code. I doubt I understood much about the actual QuakeC -- but I didn't need to. Then I made a test map with Rubicon wad setting angle and such.

The QuakeC source is included with the sample map. 
 
Choppiness of the rotation should be able to be fixed. It needs higher precision angles.

I would expect that in DarkPlaces it may be smooth as silk because I believe DarkPlaces protocol 7 uses precise angles by default.

FTE may need some kind of "hint" to cause smooth angles.

I don't know how to do that.

Hopefully Spike notices your angle precision needs. FTE has protocol extensions (etc.), but I am not versed on those. 
 
You might be able to do "sv_protocol 999" in FTE. It may immediately resolve it if it is available, although if 999 is available in FTE, I'm not sure that FTE doesn't have something better available that would be a better choice in the long run. 
 
Spike can confirm, but I think it's "sv_bigcoords 1" 
Silly Me 
I had vsync enabled(hate screen tearing), it is smooth as silk now.

Thanks Eric, Baker, Spike and the RMQ peeps. 
 
@KenChennar
gl_maxdist 0 will give you an infinite projection matrix, at the cost of depth precision.

@damage_inc / Baker
sv_bigcoords 1 is equivalent to sv_protocol 999, but also applies to fte's qw protocol too (and is required for the server to use dpp7, also).
this setting provides both 32bit coords and 16bit angles.
enabling vsync or setting cl_netfps lower, or making the thing rotate faster can avoid two sequential snapshots with the same angle (ie: the rotation periodically stops), giving better use of the precision that's already there. 
Spike 
I'm not sure what that command has to do with what I described, considering its always on 0 by default. 
-lux Light Question 
Ok, I've been testing with this since I started this thread. Here's something I'm curious about.

I have a completely stock install of FTE making sure that these are set in my autoexec.cfg, and are working as intended:

gl_load24bit 1
gl_specular 1
r_glsl_offsetmapping 1
r_deluxemapping 1

Compiling, Light gets this:

-lux -extra4 "$bspdir/$file"

Nothing else, as far as the engine and the mapping, is changed for this test.

I am of course using some replacement textures each with normal maps and one including a specular map(floor).

My issue is, you know how we use "muzzle flash" from the weapons to light up dark areas? Or even just general rocket/grenade usage that lights up areas as well...

That doesn't seem to work for me mapping like this. Or it's inconsistent.

The dark areas most of the time just stay really dark(black/unlit) or... for no reason will light up occasionally and then stop again.

This of course looks strange.

Any thoughts on what I can do to correct this? 
I Tried To Screenshot It... 
... but no matter what window mode I select, FTE writes only a transparent image and my Windows "Print Screen" button seems disabled(?) as well!

Hope the info I provided is enough. 
Screenshotted 
I used OBS to record and grabbed images from video:

https://i.imgur.com/mIOxyaA.jpg 
How Deep The Rabbit Hole Goes ... 
rabbit holes, explore 2 or 3 with an advanced engine ... eventually ... you don't return at all.

Quake is successful because of the limitations (256 colors, etc.) and the many things you cannot do force an author to limit the scope of their project.

With an advanced engine, what starts as a project morphs into exploration drift -- then you find bugs or limitations.

I mention this because it is very uncommon to find a completed project that targeted DarkPlaces or FTE.

The specs of the project increase and increase, exponentially growing the labor hours required for the result --- until the number of labor hours passes the event horizon ... never to return.

A paradox ensues --- offering more capabilities dramatically increases the possibilities but decreases the probabilities.

So planned projects that plan to target the engine capabilities increase, but completed projects that actually do target the engine decrease --- usually to a specific number --> zero.

/Thought of the day 
Yes And No 
Having an engine with more advanced capabilities seems a dubious problem. Evidently there are projects built on UE4, CryEngine, Source, etc that do get completed.

Having the capability to mod the engine is IMO more of a problem. But blaming the engine is only half the story. Mod teams need to exercise discipline and restraint too. 
Limits Didn't Define Quake 
quake defined the limits higher.

dork. 
#29 
This is accurate, in my limited experience. I have since imposed a set of limits on my project so that it will be coherent and actually make it to completion. IMO, setting limits was a great move both logistically and creatively. 
Weapon Bob In FTEQW 
Is it possible to change the weapon bob in FTEQW? Quake's default bob is annoying, the weapon just goes up and down, but it looks like it's stretching or some crap. Is it possible to change it to something like Doom, left and right?

I've noticed that DP has something similar:

cl_bobmodel
cl_bobmodel_up
cl_bobmodel_side
cl_bobmodel_speed 
 
FTE has cl_bob, cl_bobcycle, and cl_bobup. 
Fancy Weapon Movements 
If you're willing to write some CSQC code, you can just set cl_bob 0 and then implement whatever crazy viewmodel movements you want.

All you really need to do is avoid the MASK_VIEWMODELS flag in addentities and to then add an entity yourself using something like:

{
static entity ent;
if (!ent) ent = spawn();
ent.origin=[sin(time)*5,0,0];
setmodelindex(ent,getstatf(STAT_WEAPONMODEL));
ent.frame=getstatf(STAT_WEAPONFRAME);
ent.renderflags=RF_VIEWMODEL|RF_DEPTHHACK;
addentity(ent);
}

The maths your mod uses are then entirely up to you.
(RF_VIEWMODEL is responsible for sticking the ent to the view, which avoids the need for matrix stuff, RF_DEPTHHACK messes around with the ent's projection to prevent it from poking through walls.)
(note that the above code lacks interpolation, its .frame2+.lerpfrac for that, but it makes examples messy. use .frame1time and frame2time if you want control over framegroups.)

Shpuld's TurboQuake mod is a good example of the value of csqc controlling viewmodels:
https://www.youtube.com/watch?v=oCqhxekWn5M
That said, its worth noting that using the vanilla content for it is more painful than it otherwise should be - like spinning the SNG barrel (read: spinning the entire model around a point which is not its origin). 
 
Where's FTE irc located at now?
The quakenet one listed at the site is empty, not even a bot in there.
I needed some assistance with FTE cvars and can't reach out it's chat hangout place, bummer. 
 
“also make sure you don't have both vid_conwidth+vid_conheight lingering from other engines - those other engines tend to have screwed aspect ratios. As a general rule you should only use ONE of them, with the other set to 0. “
true if the engine does console sizing correctly it will
autoadjust the height based on the proper
aspect ratio 
@spike 
What's best place to find you for questions or documentation for FTE? Here? The Wiki seems pretty out of date. Is Sourceforge still the best place to report bugs?

5121 Win64 Dell Win10 laptop. I'm having keyboard input issues similar to buttons being held down. I confirmed the physical keys are fine and this behavior doesn't happen in other ports. I had changed some video settings prior to the issue. Restarting app had no effect. 
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