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"DP Pretty Water" Update
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Well, i forgot what caused the issue, the vised maps, that's what i meant. And yes you had send me the vised maps for ID1, and yes i gave the link to Mindz and you blamed me for that. No problem, i'm fine with that, it was my fault. But the Link you gave me was only ID1, not the mission packs. 1 map to go and SoA is vised, was no big deal. Thanks for the help as allways.
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Hello grave_digga,
Did you really foget it ?
You know, that I sent you all VISed maps for ID1 + MP1 + MP2 in a PM a few month ago.
I asked you not to forward it... you remember ?
If you really deleted them on your harddisc, please grab them again here.
No need to do something again, that already has been done so many times.
Viele Grüße,
Seven
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Yes, i know now what the problem is: Vised Maps. I have them for ID1 but not for the mission packs. I'm stupid, i should have recognized this by myself. The Configs i have allready checked because i know that this was the issue last time. I try now this -> ClickLast edited by grave_digga; 07-08-2011, 12:47 PM.
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Hello grave_digga,
please be aware, that all Mission packs as well as everything else, that is not inside ID1 uses their own config.cfg.
Please check if you have inside your "hipnotic" folder a config.cfg, that has the necessary lines in it:
"r_water" "1" (for example)
Furthermore be sure to use the VISed maps for every map you want to have "DP pretty water" in.
The "DP pretty water" .pk3 file itself should not be inside the "hipnotic" folder.
It should only be inside ID1 folder.
If you checked all of the above and still get this issue, please try the 3rd february DP build, cause you didnt mentioned which one you use.
As you know, newer builds have their issues with some shaders addons.
In the end, I want you to remember your issues you had with ID1 grave_digga:
Please read your own post here.
You spoke about exactly the same issues you encounter now.
Maybe you still remember, what you did back in november 2010 to get rid of the issue.
Regards,
Seven
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I'm playing SoA atm and i noticed that pretty water (i'm using 0.32) looks very bad:

mostly i see the reflections of the sky (in this case there isn't even a sky) and if the reflection is gone it looks like this:

The water is a little bit transparent but not much. Did pretty water not work with SoA? I also have copied the .pk3 into the hipnotic folder.
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Well ofc I appreciate their work, they are what keeps this game alive even 15 years after its launch! Anyway, I also appreciate those nice effects and that they work properly. And hey, I even like Duke Nukem Forever. ^^
But I hope Nehahra support won't break eventually. It was always meant for DP and should always work with it. Unfortunately, I guess it's unlikely anyone will take care of the expansion to adapt it to engine changes done during the last 10 years or so...Last edited by NightFright; 07-07-2011, 06:41 AM.
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Hello NightFright,
it is an absolutely normal thing, that a very actively developed engine like DarkPlaces is undergoing changes and modifications to be able to implement new features and improvements.
LordHavoc himself described it recently here.
LordHavoc cannot test every addon, that has ever been made for DarkPlaces, for every new release. He is not even aware of many of them...... the default.glsl file is not stable from version to version in DP, in other words your shader will break at some point with engine upgrades and have to be updated accordingly.
Even the biggest project "Nehahra" is slightly starting to lose compatibility due to the massive changes in DarkPlaces since its beginning.
It is us, that must try to keep in touch with DarkPlaces requirements and not the other way round.
In my opinion we even must thank these geniuses like:
- LordHavoc
- Spike
- MH
- R00k
- John Fitzgibbons
- Baker
- ....
everyday that they make it possible for us to play Quake as it is today.
Without them, where would we be ?
We would all sit there and play games like Duke Nukem Forever.
Kind regards,
Seven
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I had already referred to it in the DP beta release thread. Seven posted the link here (still available).Originally posted by kreaper View Posthello seven i was looking through the archived releases of DP and could not find this specific build. could you provide a link perhaps?
Anyway, I see some shaders (those for the teleporters, to be precise) had already been updated before to be adapted to newer DP builds. Maybe this can be done again, or LordHavoc can modify the engine somewhat to make it work once more? Would be cool! ^^Last edited by NightFright; 07-07-2011, 06:10 AM.
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Try this one from the 06/07/2011; it works fine for meOriginally posted by kreaper View Posthello seven i was looking through the archived releases of DP and could not find this specific build. could you provide a link perhaps?
http://icculus.org/twilight/darkplac...yautobuild.zip
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hello seven i was looking through the archived releases of DP and could not find this specific build. could you provide a link perhaps?Originally posted by Seven View PostUse the DP build from 3rd february 2011.
It has no negative aspects... I still use this build myself
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Hi,
Thank you very much for your reply Seven. Finally I have found a post somewhere that you talking about it. No, I'm going to search solutions to some anothers reflexions.
Thanks again Seven
Yeah ! And fine to fine the 06/07/2011 autobuild bring me the offset mapping !!Last edited by Jochem Hraback; 07-06-2011, 03:41 PM.
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@ Jochem
I received your PM about your issue with "DP pretty water".
According to your above post, you seem to have found a workaround by using my config.
Well, that is just a workaround.
The root cause for your issue is this single missing line in your own config:
"r_water" "1"
@ NightFright
The issue you have is engine related.
Sometime in may/june 2011 "DP pretty water" support got broken.
I have the same issue. I bet all other people have it too.
At least Nvidia card users (if it is related to it).
I hate to say this, but the only thing I can suggest due to these reasons:
- shader issue
- performance decrease
Use the DP build from 3rd february 2011.
It has no negative aspects, except the HUD weapon icons for Mission packs.
But that issue can easily be solved by setting the cvar "sbar_alpha_bg" to >= 0.7.
I still use this build myself.
Kind regards,
Seven
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Well, it's probably rather the realtime lighting which caused the significant fps drop... xDDDD
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