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InsideQC Forums • View topic - Direct 3D 9.0c Quake

Direct 3D 9.0c Quake

Discuss programming topics for the various GPL'd game engine sources.

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Postby kempie » Tue Dec 30, 2008 6:59 pm

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Postby mh » Wed Jan 21, 2009 1:06 am

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Postby Chip » Wed Jan 21, 2009 9:22 am

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Postby mh » Wed Jan 21, 2009 11:38 am

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Postby Chip » Wed Jan 21, 2009 5:56 pm

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Postby mh » Wed Jan 21, 2009 6:26 pm

Cheers again everyone. :D

Think I've tracked down the cause of the translucency problems - $5/€5/¥5/£5 says that the maps you're noticing it on aren't vissed for translucent water. There's some contents transition code I have (basically add visibility for the previous viewleaf if the contents are different from the current viewleaf) which isn't playing nice there. I'm going to remove that code anyway as it occurs to me that while it might work with the world, it won't with entities.

=peg= - I think you may be on to something with the map name. I'll need to review the code, but I have a feeling that I may have made certain assumptions about map names (and the level name in Worldspawn) which don't necessarily apply in all cases. Protocol limits shouldn't be an issue - this can load and run warpc, and has higher capacity than the Warpspasm engines.

Chip - morphing on weapons? Two things spring to mind - I have a low floating point precision flag set in my shaders, which is causing it, or the fact that - I think - I've mainly been using a "fixed" set of weapon models means I haven't noticed. Silly question - you're not underwater when this is happening, are you?

Still not certain about the ammo boxes, by the way. I think it looks good too, but it's a change from regular Quake. I believe based on Carmack interviews I've read that it's a change ID themselves would have considered desirable, and even that they would have considered the default handling of them as a bug. Not all change is bad of course, but this is one that probably needs a cvar to select it.
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Postby mh » Wed Jan 21, 2009 6:40 pm

"dead bodies re-fall to the ground when they come into view (again)"

I forgot this one. All I can say is "AAAAAAAAAAARRRRGGGHHHHH!"

I'd noticed this bug in interpolation from the very moment I first implemented it (back in 2000 or so). Either I'm missing something everyone else has, or this is widespread but generally kept hush-hush. I'm going to put some effort into getting rid of it once and for all.

Oh yeah, I've downloaded your beta map so I can test out problems (and fixes) on that. :D
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Postby Chip » Wed Jan 21, 2009 7:42 pm

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Postby Chip » Wed Jan 21, 2009 7:46 pm





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