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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.

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Spike 
Any advancement on the control pad issue that myself and Kinn were experiencing? 
@FifthElephant 
As I said in the other thread, I got PrimalLove to give me a list of changes on that front, which are now implemented in the latest build.
Most of it was just cvar changes, so you'll need to do 'cvarreset joy*' or to wipe that part of your config some other way. 
 
So... this is news for me... i've been playing quake with FTE for 6 months now and never experienced crackling sound :/ but when i play sm181_coce1 and sm181_coce2 i can hear some annoying cracklings... and if i go to "menu/audio options/restart sound" the cracklings stops, but if i load the map again, or just press F9, the crackling returns :(

Why is this happening? And why only in these two maps? :/ 
 
snd_restart doesn't restart static sounds.
there's a crackly static sound played near all wall torches.
I've no idea how you wouldn't have noticed that on other maps too though, maybe you've just been playing maps that use regular lights. 
I Suppose 
that in the first one the crackling comes from the torches, and in the second from light_fluoro or light_fluorospark (i don't remember which right now). But torches do a very different sound from the fluoro ... so maybe its another thing.

There is no logic gates or other sounds that repeat save the idle sounds from the enemies so it isn't from that, it can't be from performance as one is very open and the other took visibility seriously ... so I have no idea. 
 
Ok, i've made a video showing what i'm talking about =D

https://www.youtube.com/watch?v=0yJ5DR2eutY

I choose "coce2" because it doesnt have torches, so there will be no mistake here ;)

After 00:27 you can hear the crackling sound. At 00:50 i restart the sound, and the crackling is gone, but the "wind" sound is gone too... So, at 01:30 i've loaded the map again to show that if you reload the map the crackling is back, and this time i fought some death-knights to prove that the crackling has nothing to do with the "wind" sound, since you can hear it when i'm fighting...

And at 02:15 i loaded the same map with quakespasm to show that there's no crackling sound in this engine.

But, as i said before, coce1 and coce2 are the only maps that i heard this annoying crackling ;) 
No Idea 
but it is not from my maps, as it isn't any of the sounds Quake does. I also used a completely clean install (just FTE.exe and the two .paks) of the game to check and heard none of that in any of the two maps so maybe it comes from your configuration.

What i noticed and will be interesting for the developer is something on coloured lighting: i have coloured lights everywhere on the map, but there is only one not coloured. It's values are 1 1 1 to make a very dark light, so i suppose that FTE misunderstood it as a light with values between 0-1 instead of 0-255 and made it pure white. Look back on the spawning point on skill 1 and you'll see it.

I also noticed that on default config hell_knight projectiles don't leave a trail. Rechecked it with E2M5 and the same happens so its not from my map. Gotta check which option puts that well. 
 
sound:
try using directsound instead of openal.
snd_device dsound
(or pick an explicit outpur driver+device via the menus)
or wasapi or sdl2 or alsa... etc...

lights:
this is the problem when there's a complete lack of standards.
you may wish to provide an .rtlights file with your map, so that the engine doesn't have to guess at all.

missing trail particles:
QS rounds up - particles get thicker at high framerates, making it harder to see enemies.
FTE rounds down - particles get thinner. This is consistent with other QW engines. Unfortunately they can get so thin that they become invisible...
I need to do something about this, I'm just not entirely sure what. The scripted particles do not have this issue (they have working distance tracking).
In the meantime, cl_maxfps 150 (or vsync), or 'r_particledesc high' will 'fix' it, assuming a lax definition of fix. 
 
Thank you!! Changing to directsound did the trick! =D 
Noclip 
what's the command to get q2-style noclip movement? (fly in direction you are looking). For some reason this keeps going away and I end up back with sucky vanilla noclip style 
#57, Kinn 
that's nq player physics for you. oh, so NOW you don't want it faithful! pah! :P
sv_nqplayerphysics 0 will give qw physics, which don't have that annoyance (yes, there are a few mods that depend on the vanilla behaviour, which just makes things messy). its default varies by preset, which is awkward. 
 
Hehe, well I don't consider noclip as "part of the game", so how that works can be as unfaithful as I like :}

Is there anywhere I can read about the differences in player physics between qw and nq, because it sounds pretty interesting, and is something that I've never really come across before, having been a single player all my life, and never actually played qw. 
 
Stunting the player experience is faithful!

Fucking hell. 
 
missing trail particles:
QS rounds up - particles get thicker at high framerates, making it harder to see enemies.
FTE rounds down - particles get thinner. This is consistent with other QW engines.


It's a little more complex than this.

If you run your favourite Quake engine at 20-30 fps - which is the best that most people would have been getting in 1996 - you'll see that the intended behaviour of particle trails is not a straight, continuous trail of particles, but actually a trail that drops "clumps" of particles at discrete intervals.

There was a .plan or something from Romero back in the day that exactly describes this effect, but I don't have a link to it handy.

So both NQ and QW are actually behaving incorrectly at higher framerates.

The correct way to "fix" particle trails is to track an "ent->oldtrailorigin"; if a certain timespan has passed (something between 1/20 and 1/36 seconds works good) drop a clump (using standard R_RocketTrail from ent->oldtrailorigin to ent->origin) and update oldtrailorigin from origin. Add in some reset behaviour for when a new ent is spawned or an existing one is culled, and you're done.

This way works consistently at any high framerate and doesn't excessively spam particles in timedemos either. 
Crunchy Piskels 
Ok, so I can set 3d filter mode to "nearest" and 2d filter mode to "nearest" to make the world and the HUD cruncky pixels, but is there a way to make the console / text pixelly? Currently it's blurry and the text has some line artifacts around it, which seem to be a result of the filtering.... 
Kinn: QW Physics Vs NQ Physics: Everything You Ever Wanted To Know 
Freewill 
Noice, cheers. 
Spike, Controller Question 
It's working much better now but I want to be able to rebind the controller, seems you can't do this in the quake menu?
Also look up/down on the right analog is inverted! How do I undo this? 
#65 
controller 'keys' are prefixed with GP_, you should be able to use argument autocompletion on the bind command for the full names.
their default actions are not listed in the menus on account of how I set up their defaults, but if you actually bind them (either via menu or console) then they'll appear in the menus. Note that fte only shows two keys per binding, rather than 3 or whatever.

to invert pitch, either set joypitchsensitivity -1 or so, or set 'joyadvaxisu lookdown' instead of lookup.
I don't recall if m_pitch affects it too. 
Cheers Spike. 
Will check this out at home 
Gp_ 
doesnt show anything in the console for me.

setting joypitchsensitivity to a minus figure does correct the invert look though. 
 
Played a bit of deathmatch with my girlfriend. It works well, but rebinding is a huge faff. Would love to be able to do it easily in the menu (would also like to bind direct weapon impulses like in Quake 3) 
 
So... there's this game breaker bug with FTE when you can not get out of water sometimes... you can see in this video at 02:20 https://www.youtube.com/watch?v=E5BMeiBAPoI

This happended to me a couple of times with other maps, but it never bothered me, because i can just start the map and play it again in quakespasm or markV... BUT, today i was thinking: what if this happen when i'm playing an episode with a lot of maps? I would have to go back all the way to the first map and play all the maps again :P

Surely i'm not the first one to notice this... is there something i can do to avoid this? some console command like "fix the get-out-of-water physics please"? XD 
Set Sv_nqplayerphysics To 1. 
Technical mumbojumbo gibberish:
NQ's waterjump distance is framerate dependant (due to a frame's delay - waterlevel is set from the frame before so is set despite the player being out of water that frame).
QuakeWorld's physics does not have this issue, thus there is no extra 'slop'.

sv_nqplayerphysics 1; can be used to switch to NQ physics for players.
(you can change it mid-game without any real issues, though it probably only matters for coop).
This also disables prediction (hence why its not enabled by default).
And remember that waterjump heights are still framerate dependant - you can increase waterjump heights by decreasing the framerate by increasing sv_mintic, but you should only need that in extreme cases.

Obviously this will affect other bits of player physics too, making all the various fancy jumps more like other nq engines too. 
 
Thank you very much, Spike =D

You're awesome =D 
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