 Pulsar
#561 posted by Baker on 2016/12/04 19:20:57
Could you upload that one so I can examine it?
 Func_Illusionary Mirrors Was Not Easy To Do
#562 posted by Baker on 2016/12/04 19:26:59
Func_illusionary mirrors were very complicated to implement in a thorough way.
I discovers ton of special scenarios I had to adjust for. I kept discovering more issues that caused me to have to re-engineer them.
Any example I didn't consider is useful.
 It's Strange
#563 posted by PuLSaR on 2016/12/04 19:37:00
it works fine in test map with non-rectangular mirror but doesn't work in the actual map. Gotta investigate more.
 I Would Trigger Texture Instead Of Skip
#564 posted by Baker on 2016/12/04 19:38:29
I do not know what compile tools will do to such a brush, and there are several different compilers that may handle them differently.
That being said, until something very strange is going on, I should be able to examine see what is happening.
#565 posted by Baker on 2016/12/04 19:40:26
Upload the one that doesn't work right, it will allow me to make a list of "do" and "don't" for func_illusionary mirrors.
It is also possible what you are trying to do should work (but I failed to anticipate a situation) *or* doesn't work for non-obvious reasons that might not involve the shape.
 Ok, I Found The Difference
#566 posted by PuLSaR on 2016/12/04 19:57:26
func_illusionary mirrors don't work in AD. I guess it has somethinf to do with it's entity state system. You can download AD 1.5, place the test map there and test it in AD.
 @Baker, Regarding "crash After 3dfx Logo"
#567 posted by Syrion on 2016/12/04 20:11:12
Good call with the .dlls! I'm using the GOG release of Quake which includes 21 dll's. Mark V works without any of them, and indeed the opengl32.dll (dated 23.03.2015) caused the crash. Without it mark_v.exe runs flawlessly. Also, 3 dll's are numbered variants of "3DfxSpl.dll", which also cause the corresponding logo to appear. Thanks!
#568 posted by Syrion on 2016/12/04 20:13:25
Obviously, GLQuake doesn't run anymore, now, so basically that's the culprit. I always just copied the source ports into my GOG Quake directory, guess that was a bit thoughtless. Not that I'd ever want to use GLQuake...
 Clean Quake Dir
#569 posted by NightFright on 2016/12/04 20:27:06
Your best bet is always to copy the id1/hipnotic/rogue folders into a new dir with the Mark V exe(s).
#570 posted by Spike on 2016/12/04 20:28:03
vanilla glquake likes to crash when a gl driver reports over 1024 bytes of extensions. many gl drivers (or at least nvidia) limit the number of extensions reported to anything 'glquake.exe', which means renaming old third-party engines is one way to get them working again...
vanilla also likes to misbehave without the -no8bit arg.
GOG includes 3dfx's opengl->glide wrapper, as well as nglide and its glide->direct3d wrapper. I guess markv just doesn't like it when various opengl functions are missing.
one way to avoid this issue (including the issue with the gl->glide wrapper with no glide support) is to just directly+dynamically load the opengl32.dll from the windows system32 directory.
/me starts to wonder which other engines fail to cope with it.
/me wonders what the steam version does to avoid the glquake/winquake crashes.
but yeah, if you're not going to run vanilla glquake, one option is to just remove that opengl32.dll minidriver/wrapper.
 @Spike
#571 posted by Baker on 2016/12/05 01:46:07
I might be able evade the GOG opengl32.dll by checking for the existence of the .dll and if it exists changing directory to id1 when I first call an Open GL function to cause /DELAYLOAD to kick in, so it is not found and then changing back. A bit of hassle.
/Mark V hooks up all Open GL functions at startup, so while another might wait to crash until one of them is called, Mark V will crash immediately.
 @pulsar - Func_illusionary + AD
#572 posted by Baker on 2016/12/05 01:49:05
Nothing ever gets to be easy does it?
Arcane Dimensions doesn't support static entities.
That being said, I'll make it work anyway. I'll have to do a test map, but the way I redesigned it really does not require use of static entities it is just highly preferred.
 Oh =(
#573 posted by PuLSaR on 2016/12/05 02:07:18
you can just load the current test map in ad
#574 posted by Joel B on 2016/12/05 05:30:43
Trying winquake build 1018 with a clean install of Arcane Dimensions, I noticed a couple of oddities... not sure if this is to be expected, especially the transparency part since that discussion got a little involved. So FWIW, FYI, etc.:
Main menu graphic has the AD logo missing: https://dl.dropboxusercontent.com/u/11690738/temp/winquake_mark_v_0000.png
"Vine" transparencies (not): https://dl.dropboxusercontent.com/u/11690738/temp/winquake_mark_v_0001.png
#575 posted by Joel B on 2016/12/05 05:47:25
(That's AD 1.5 to be clear.)
 @johnny - Arcane Dimensions Menu Item + WinQuake
#576 posted by Baker on 2016/12/05 05:53:35
Loaded it in original id1 Software's WinQuake and it doesn't look right either.
Something about one of the Arcane Dimensions gfx.lmp files isn't WinQuake compatible.
id Software's WinQuake screenshot - Arcane Dimensions pink menu item
vines - Mark V WinQuake doesn't support alpha masked textures on brush models just yet. It will eventually, it's on the todo list.
 @johnny
#577 posted by Baker on 2016/12/05 05:55:46
Have you tried the Mac versions? Are they ok for you?
#578 posted by Baker on 2016/12/05 05:57:31
Clarification: Asking about the startup dialog on the Mac. It should work ok now whether or not binary is in the Quake folder or elsewhere.
#579 posted by Joel B on 2016/12/05 06:18:24
Nope not yet! Will have my macbook returned later tonight.
 Hall Of Mirrors - Test Map
#580 posted by Baker on 2016/12/05 10:21:09
@pulsar ...
http://quakeone.com/markv/media/hall_of_mirrors_test_map.zip
The above test map will be a good example to explain
- mirrors
- func_illusionary mirrors
- list of things to avoid
func_illusionary mirrors cause hard to avoid issues, but a good mapper can map around their limitations.
 Mirrors Tutorial "Video"
#581 posted by Baker on 2016/12/05 11:07:12
He is quickly done "video" explaining how to use mirrors ... walking through a map and describing limits.
Mirrors Tutorial "Video"
 Mark V - Release 1.2 Final
#582 posted by Baker on 2016/12/05 15:12:46
Download at usual location:
http://quakeone.com/markv
Main Features
Compared to version 1.1
- Mac version Open GL w/effect | WinQuake
- Support for func_illusionary mirrors (pulsar)
- Support for same in Arcane Dimensions (pulsar)
- QMB particle effects option
- Resizable window at any time with mouse
- Several other small features
- 100.00% resolution of all issues
Thanks to the beta testers! Gunter really went overboard and identified several things that could be improved about QMB; dwere caught a few hard-to-notice issues, in particular an obscure rendering glitch.
Thanks to Pritchard, NightFright, johnny law, Bloughburgh, c0burn, spy and several others.
Upcoming DirectX 9 Version by MH?
Probable Direct X 9 version is in the works by MH (with no obligation on his part), from brief descriptions of enhancements it is very likely to be significantly superior to the Open GL and DX8 builds and will likely replace them as default Windows build.
Func_Illusionary Mirrors - "mirror_" textures
Tutorial video Test map
Requested by pulsar. There are limitations to func_illusionary mirrors, the video tutorial shows how to work within the limits.
Arcane Dimensions does entities differently than normal for func_illusionary; those are now supported.
/Final build of 2016
 Cool!
#583 posted by PuLSaR on 2016/12/05 16:08:39
gonna try it when I get home
 Congrats Baker!
#584 posted by mjb on 2016/12/05 16:36:09
#585 posted by Gunter on 2016/12/05 17:03:55
There are a few minor issues that still exist, though they may or may not be worth addressing:
QMB Particles - All explosions are stifled when underwater. This is really not correct; explosions are not less powerful underwater, so they should not be made to appear less powerful. And I think this is the reason my splash effect is messed up; the QMB system interprets the splash as an explosion (as before, with the spark effect), and so decreases the power of the effect, but since it's not a powerful "splash" in the first place, the effect is just being stifled into nothingness pretty quickly.
The +zoom_key alias -- as a programmer, I can't see such un-optimal code and not want to fix it, heh. I did find it is better to save the values and restore them (as you do) rather than just counting on the math to take care of that, because when banging on the key really rapidly, the math can get out of order and mess things up. However, there is still no need for all the "in between" steps in the your alias. It only needs a start, and end, and an animation in between. So this would be much cleaner:
alias +zoom_key "valsave fov 1; valsave sensitivity 2; mul sensitivity 0.1; valsave r_viewmodel_fov 3; r_viewmodel_fov 0; fov 70; wait; fov 50; wait; fov 30; wait; fov 20; wait; fov 10"
alias -zoom_key "fov 20; wait; fov 30; wait; fov 50; wait; fov 70; valload fov 1; valload sensitivity 2; valload r_viewmodel_fov 3"
Pressing TAB during "Congratulations" text causes the text to disappear.
All pitch values should be .17 higher than they are. This would probably require the fullpitch adjustment to be altered down to:
cl_maxpitch 79.8269
but the minpitch value would not really need altered from -70.
With transparency in effect, teleporter surfaces always render on top of water, and water always renders on top of shadows.
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