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Shrak 
Gorok

It's a very rare view, because the red part becomes transparant,
which in my knowing was impossible for model mdl's. 
My Face When 
Reading up on multithreaded programming and discovering that "Dekker's algorithm" is a thing. 
#27995 
What is that from? Did you make that? 
Shrak 
It's a bit of a low edge commercial expansion pack for Quake.
With new monsters and weapons,
not as good as "Malice" but surely worth a try
 
That website. My eyes.

Good to know there was a patch. To my surprise, I still have this thing installed, even though I only played it for a couple of minutes before encountering the "classic" untextured head gib bug (or something of this kind, I don't remember), getting annoyed, and switching to something else.

I even ripped the music, it seems. 
 
I was hyped for X-MEN: THE RAVAGES OF APOCALYPSE total conversion too, but it was mediocre...
I have same feelings for Shrak, looks lame :P 
 
The only decent commercial addons were the official mission packs and malice. Everything else was cack. 
Oh, I Remember Passing Up Shrak 
...may I'll give malice a try, though.

Everything else was cack.

CACK� - a total conversion for quake, summer 2017 
Shat Out By Kinnes 
 
I Know How Shotgun Will Look In CACK 
 
Malice Is Very OK 
 
 
I remember Malice's rain effect rocked my balls back in the day. Might look a bit crude now though.

I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
BTW 
There's a game-breaking issue on one of the levels. A patched map (that you had to pak yourself) was available on the official site, but I don't think it's still alive.

I don't remember hearing a lot of complaints about that problem, despite its importance. Was there a late pressing with the fixed map or something? 
Agreed! 
I'd love to see a nice rain effect in AD. Would add a ton of atmosphere. 
QuakeC Rain Has Problems: 
QuakeC rain, every rain drop is an entity.

* Huge demos saving each rain drop.
* Huge save game files saving each rain drop. * Nearly uncoopable because huge amount of data sending each rain drop to other player(s).

Engine rendered rain or snow is only true solution:

DarkPlaces snow and rain (at 1:12) in video:
https://www.youtube.com/watch?v=BkXA4BoYhiM

Qrack has engine rendered rain which isn't bad, looks about the same as the rain in the above demo.

Nehahra had a smallish area with some QuakeC snow. 
Mdl Rain? 
If the raindrops were 1x1x1 unit cubes, the mdl format gives you a 255x255x255 voxel grid to work with.

Give the mdl a scale factor of (4, 4, 16), then your 1x1x1 raindrops are stretched to that size, and the whole mdl covers 1024x1024 units.

could be viable, and would look good with alpha + fog. The trick would be getting the lerping right to give a convincing animation loop.. 
MDL Rain... Interesting 
DP rain/snow can easily become a framerate destroyer. 
Snowsprite 
I approached the idea of snow with a sprite.
It sounds a bit rare, but what if it was added to the v_weapon so it dazzled on the video screen.

snowsprite 
 
Could do it as a static entity if the drop falling and splashing is a looping model animation 
 
All the cheetz ideas.

/Static entity idea is very, very intriguing. Becomes almost free. 
@killpixel Re:DP Rain/snow Slow 
I think Seven made it and while he's awesome, I think he did it in an inefficient manner just because "it worked" (and if optimized would be seriously faster, it's not even CSQC like I was thinking initially). 
#28016 - Ah, That Makes Sense 
That critical point when framerate tanks was always strange to me. I appreciate the feature and it's great in a pinch. A more optimized iteration would of course be nice. I agree with you that engine-side weather is the way to go.

I've poked around at some alternatives using a "forest" of player-facing sprites for rain and a decal on the ground for splashes/ripples, which is the same way I achieved the water caustics effect I posted a while ago. This looks ok and certainly has its limitations, namely, it gets pretty cluttered in the editor. 
 
I was thinking something like a pooled entity system where only a limited number of raindrop entities are active at any one time, and constantly redistributed to only appear in rain volumes that are in the player's field of view. However, considering the player's view could be constantly whipping around, this starts to look like a rather messy and calculation-intensive way of doing it. 
Kinn 
Use the best tool for the job. If one of the above cheater methods (static entities) doesn't work, the easiest method to grab gl_rain from Qrack. It's already written and has been a feature for a decade. Qrack's rain, 100% engine, comes from sky only. Very fast.

Qrack gl_rain https://youtu.be/50N7QkqbS5Q ^^ 12 seconds into video, you'll see the rain.

Add some sort of worldspawn key or activation command similar to the "fog x y z" and it would be a couple hour job for an experienced engine coder.

Qrack's rain has the same advantages as engine-based fog. Doesn't go in demos, doesn't go in saves, doesn't clog network traffic and can be turned off and is fast as lightning.

/I have to go with what videos I can find --- so ignore the music. 
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