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InsideQC Forums • View topic - FTE Vanilla Option

FTE Vanilla Option

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

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Re: FTE Vanilla Option

Postby Baker » Sat Aug 30, 2014 11:03 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: FTE Vanilla Option

Postby qbism » Sun Aug 31, 2014 2:42 am

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Re: FTE Vanilla Option

Postby leileilol » Sun Aug 31, 2014 8:06 pm

Still needs a lot of work though.

Explosion particles shouldn't gravity
FOV still defaults to 100
Muzzleflash dynamic light too small and it fades out
Fullbright colors shouldn't be overbright
Water turbulence and warp too wide
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Re: FTE Vanilla Option

Postby Baker » Mon Sep 01, 2014 8:29 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: FTE Vanilla Option

Postby Seven » Mon Sep 01, 2014 11:15 am

Baker,

If a person wants to play Quake "as it was" on his CD on his Windows 8, then he will be helpless.
The game will not even install without some tricks. And even then you will be far away from running it.

So, if a person who wants to play his Quake from CD, he will type into google: "install Quake Win8"
And then: "run Quake Win8"

He will then most probably end up on sites like this or quakeone or func or steam.
If he ends up on quakeone, poor guy he will be bombed with bling bling stuff which is not Quake anymore.
If he ends up on func, he might find the help he wanted.
If he ends up on i3d, he will not be able to ask because of registering issues ;)

Anyhow, a person who wants to play Quake from CD needs others to help him.
Depending on which community he ends, or wich sites he visits while searching, he will also be informed about "other" things that has been developed for Quake.
He will be happy to find that there are advanced engines that run smoothly on Win8 (this seems to be the actual Windows version, as I have heard of). :)

===================

Back to topic, and comparing FTE with other engines:

I think we should always consider what a universal engine FTE is.
Almost a handful of games is running with it, that is already remarkable.
I admire Spikes efforts to create an engine that can handle all of them.

Therefore we should not judge it the way we judge engines which are made and tuned especially for 1 game.
There will always be slight bugs or issues with individual games in FTE because of that, but the overall performance and features are simply outstanding, when keeping that in mind.

I remember Spike saying many times that he has to be careful when implementing one request from an individual to keep his engine comparable to the other games with it.
Yes, FTE might have some small issues here and there, but the complete package it delivers is simply outstanding.
And Spike is working hard on killing the bugs (as long as people report them).

Thank you Spike !
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Re: FTE Vanilla Option

Postby frag.machine » Mon Sep 01, 2014 12:35 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: FTE Vanilla Option

Postby goldenboy » Mon Sep 01, 2014 4:33 pm

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Re: FTE Vanilla Option

Postby leileilol » Mon Sep 01, 2014 6:37 pm

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Re: FTE Vanilla Option

Postby goldenboy » Mon Sep 01, 2014 6:43 pm

I have been thinking recently that a definitive "Steam Quake HOWTO" is missing on all 3 major community sites. This is a situation that could be improved.
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Re: FTE Vanilla Option

Postby Baker » Mon Sep 01, 2014 7:20 pm

The Steam forum has that kind of information there.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: FTE Vanilla Option

Postby qbism » Mon Sep 01, 2014 8:01 pm

Is 'Vanilla Option' is one big 'take-it-or-leave-it' setting? Hopefully 'vanilla gameplay' and 'vanilla graphics' are separate mix-and-match issues, all toggled to some level of fine control with cvars. So having crunchy graphics is not contrary to advanced csqc.
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Re: FTE Vanilla Option

Postby Spike » Tue Sep 02, 2014 12:59 am

.
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Re: FTE Vanilla Option

Postby Baker » Tue Sep 02, 2014 1:52 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: FTE Vanilla Option

Postby Spirit » Tue Sep 02, 2014 8:06 am

It's a conspiracy, I am sure of it!

Let's not get into a "oh those faithful purists are hypocrites" flame, it should be obvious that everyone has their little pet peeves of what they consider important and what not. And that many people have misconceptions, like smooth Shambler skin or eye-less fiends. My own Quake remake would have a light blue tint for Quad because obviously that's what's right! I also can't stand non-interpolated monster animations and I think the original explosions look super silly. :P

I wonder how many people would have thought that Quad adds blue tint though. Maybe a color illusion? Or from more Quads on the blue levels?
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: FTE Vanilla Option

Postby goldenboy » Tue Sep 02, 2014 9:06 am

I'm actually guilty of the same thing (thinking that the quad glowed purple.) This is probably due to either map textures or playing with engines that support EF_BLUE.

Once you become aware of what vanilla Quake really looks like, some of those un-faithful anti-Quake improvements start looking pretty attractive. :wink:

The funny thing is that e.g. Fitzquake-based engines (what's typically termed faithful) look pretty different from software Quake. :lol:
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