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Of all the features, the surprise discovery of variadic macro support was the one that made me the most happy.

I have abused that one to no end.

(yes, triple post. But no edits here .. what else can I do.) 
@ Spike - Csqc 
Spike, DarkPlaces uses vid_conwidth and vid_conheight during CSQC_UpdateView.

Xonotic and stuff like Quake 1.5 depend on this behavior. Xonotic will set vid_conwidth/height in CSQC_UpdateView which does not take effect in the current draw frame.

In my opinion, CSQC_UpdateView should receive a full canvas of vid.width and vid.height.

To give mods like Xonotic or Quake 1.5 what they expect, but to give a mod the option of a full 2D ortho canvas .. I am doing this at the moment ...

I have created a cvar csqc_full_width_height_available 1.

A mod can check to see if the engine has the option of giving a full canvas.

In default.cfg or quake.rc, a mod can set csqc_full_width_height 1 to ask for the fullscreen canvas.

In CSQC_UpdateView, checking those cvars allows the mod to act on either canvas type, giving DarkPlaces the right stuff or Zircon the better stuff.

fteqw does something different and I imagine it gives full canvas.

I hate the method I have come up with, but it will work. Yes, I could turn the cvars into extensions, but I don't know what extenison numbers are safe to use -- there is no "Baker's range" from 1500 to 1800.

I want any qc mods I make to eventually be compatible with fteqw (fteqcc says detected "DarkPlaces only mod").

I know you have already thought about this topic and know a better way. 
I'm not sure what you mean by 'fullscreen canvas' - the canvas that csqc draws on is ALWAYS the full-window. Other programs running on the same machine are generally hidden and irrelevant anyway.

What your 'csqc_full_width_height' refers to is unclear too. 'Full' as in a 1:1 ratio in your 2d projection matrix? So that mods running at 8k end up with un-readably small huds? Most mods are badly written monstrosities that won't remember to add custom scaling factors everywhere (or will fail to test it properly and generally screw it up).
There's a reason there's scaling. It simplifies mods, reducing these issues.

IIUC, DP mods that stomp on the user's choice of values for vid_conwidth/vid_conheight are generally trying to work around various other DP bugs. I've gone on this rant before.
If you're reading vid_width to compute the 'proper' vid_conwidth then you're going to bug out when vid_restart fails (or just hasn't been used yet), or when resizing the window and just completely bypassing vid_width entirely.
This is why vid_conwidth 0 (or height) means 'auto' in FTE - so the CSQC_UpdateView's width+height args can always have the right aspect without needing cvars to change when cvars are changed etc.

It should also be noted that the vid_conwidth+vid_conheight cvars do not exist in QSS. Cvars are evil. They do not make for good APIs, especially cross-engine ones. Mods depending on specific values for them is an additional nightmare for modders when their mod doesn't work for that one user who just loves to set random cvars and assumes other mods need them too, or w/e. If a mod needs to read/write a cvar just to get its drawpics in the right place then its a bad/buggy mod.

Poke me on discord if you want a real discussion, func doesn't seem appropriate for walls of text that isn't even relevant to mappers. 
Poke me on discord if you want a real discussion

You efficiently communicated everything above. ;)

Most mods are badly written monstrosities that won't remember to add custom scaling factors everywhere (or will fail to test it properly and generally screw it up).

Yes, I was already leaning towards that.

I will say, it is not their fault, per se.

The original Quake C source code is pretty ... well ... shitty and compared to fteqcc, the original Quake C compiler is very shitty.

And csqc and the extensions are marvelous. I have been able to capitalize on them.

If I were not an engine coder, I would stand no chance of effectively using csqc. I probably had to look at the engine source 300 or more times, and numerous times had to watch a function in action with the engine in debug mode.

And csqc and the extensions are marvelous --- if the community were of greater size that had an ecosystem of scale to document and video and tutorialize .. things might be different.

Enough said ... 
+1 Func Conversation 
Poke me on discord if you want a real discussion, func doesn't seem appropriate for walls of text that isn't even relevant to mappers.

I really hope you keep talking about this on func (maybe in a better thread though) as I am sure there are plenty of mapper/coders around who love to read this stuff. Moving conversations to discord will mean the information will be lost for searching in the future. 
+1 To Func 
Feature Parity 
There would have to be incredibly compelling reasons for anyone in this community to consider switching from ericw-tools.

Total feature parity with ericw-tools would need to be a starting point I would say, and then it would come down to what a new compiler system could offer in addition to that.

Sounds like corporate approach to something that was supposed to be fun. But maybe it has to be this way for major projects like AD?

I don't know to what extent feature parity can possibly go, afaik ericw's method of illumination from skybox is about creating multiple fake suns to gather light from them, but Valve's approach is more physically correct. These two methods can't possibly produce identical lightmaps, can they? 
There's a difference between "feature" and "implementation".

Having skybox lighting is a feature, but how it's implemented should be allowed and even encouraged to be different, because that's a part of how we get progress.

Having feature-parity is generally a useful thing.

Having implementation-parity might be useful if you wanted to recompile a map on a different toolset but get broadly the same output. Otherwise, a different implementation that gives a different output is a good thing because it lets people see and compare different ways of doing things. 
Another +1 For Func; Bad News About Imgur 
What sock said, basically.

Also, I guess everyone here already knows about this, but thought it's worth mentioning just in case someone has not heard about it yet:

Imgur is about to delete all images not tied to registered accounts, as per their new policy coming into effect next month:

Of course this means a massive number of images are about to be disappear from the net, including screenshots linked here and elsewhere (which is probably a good argument for using quaketastic instead, but that doesn't change the fact that plenty of people have been using imgur for showing off their mapping).

Not sure if there's anything to do but mourn the imminent loss of a whole bunch of content. 
begone spammer 
just found out about this:

its nice
github is full of cool quake stuff 
possible to somehow get the improved explosions and axe out of Bastion mod/game as progs so that I can use them in every other map somebody pls? 
if they have the same frames as the originals, you could just extract them and put them in a new pak file in your id1 folder. 
or the fixed axe from Copper. possible to get it as stand-alone progs somewhere pls? 
Fog In Original Quake Maps 
Greetings slipgaters!

I would like to play the original quake maps with fog enabled, but is it possible to have it enabled permanently without having to set the value in the console on each map?

Maybe the better question is has anyone made custom fog values for each original map and posted them somewhere?

Please be kind to this first time poster ;)
Thank you! 
The Easiest Solution 
is to copy id folder from Your steam or epic library, rename it to smth like id2022 and run Your favorite souceport with parameter -game id2022 
which maps/episodes have got the best colored lighting pls (besides XL4, XL6 and Dimension of the Machine)? 
Q3A: there was this nice like desert base (not Egypt), orange fog. name somebody pls? thanks 
Coriolis Storm? 
A No-Rip Request:
It’s annoying that I have to ask this …. but PLEASE do not rip and repost these videos elsewhere – it’s un-cool. Thanks! ~Joe
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