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09-14-2016, 09:26 PM
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#2 (permalink)
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Chthon
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FANTASTIC!!
I shit you not, it wasn't 60 seconds ago I was thinking about learning some engine coding to add some of these features into QuakeSpasm to support a mod I've been working on.
Checking this out right now. Thanks Spike and Sock, and Baker for the heads up.
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09-14-2016, 09:41 PM
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#3 (permalink)
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Chthon
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Originally Posted by Dutch
I shit you not, it wasn't 60 seconds ago I was thinking about learning some engine coding to add some of these features into QuakeSpasm to support a mod I've been working on.
Over at Func there was a bit of a mapper debate/discussion about rain.
You can do rain in QuakeC, but each rain drop is entity (like a monster), the consequences are terrible (big amount of data in demos, over network for coop, save game size and more ...)
The big discussion about rain and snow and such. Then a bit of discussion about how gl_rain 1 works in Qrack, which is a free client-side effect, and how Seven's rain works in DarkPlaces. How Nehahra's NEH3M3 has snow, etc.
Interesting discussion involving a few mappers, myself and Spike. Spike in particular pointed out the weaknesses in the mechanics of Qrack's gl_rain.
I guess we are all lucky that Spike got drawn into being interested in it 
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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09-15-2016, 09:40 AM
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#4 (permalink)
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Code Monkey
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Qrack's rain, was just a simple proof of concept. It is REALLY slow, and probably NOT the correct way to do it; but it works, and I just wanted to add it for shits and giggles. There are some tests that dont render if the distance is far off, and some contents checking for when it rain into water. But IMHO it looks better than rain on many other games. I like the subtle random directions. rain isnt perfectly straight down.
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09-15-2016, 12:56 PM
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#5 (permalink)
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Chthon
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I always liked Qrack's gl_rain and I broke down the mechanics:
Func_Msgboard: Quakespasm Engine
In doing so, I noticed a few things that could be improved (rain can penetrate walls so you can have rain in the E1M1 elevator, despite it being closed, etc.)
and Spike explained how FTE did things (in a better way).
Yeah, gl_rain was always a nice proof of concept.
(I like the random angle thing too, vs. straight up and down)
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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09-15-2016, 01:16 PM
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#6 (permalink)
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The man who sold the world
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Excellent job! @ all those Involved
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X_Michael
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09-15-2016, 02:13 PM
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#7 (permalink)
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FTEQW Author
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baker, use velbias, and add a bias so it's angled.
or just make it bounce off walls at a high velocity, because that's fun too, then turning into blood, bouncing some more, and splattering all the walls with decals.
or whatever...
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09-15-2016, 02:42 PM
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#8 (permalink)
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Rotweiler
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Originally Posted by Baker
Over at Func there was a bit of a mapper debate/discussion about rain.
I'm glad I started that discussion.
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09-15-2016, 03:52 PM
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#9 (permalink)
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The man who sold the world
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heads up: all of those "sock helping spike" screenshots are "404 not found"
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X_Michael
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09-15-2016, 03:57 PM
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#10 (permalink)
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Code Monkey
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Originally Posted by Spike
baker, use velbias, and add a bias so it's angled.
or just make it bounce off walls at a high velocity, because that's fun too, then turning into blood, bouncing some more, and splattering all the walls with decals.
or whatever...
lol!
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