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  • Nope, neither the Steam nor GOG releases do. It can only be distributed on physical CD editions, I think. See post #340 for a download link.
    I think it may be more on his publisher's part than Trent himself: he's pretty cool with this legal shit. He has released albums under Creative Commons, after all.
    ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
    ♪ What a glorious feelin' I'm haaaaaaappy again ♪

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    • Originally posted by bfg666 View Post
      I don't know if it's available as a standalone but you could rip it out of the Epsilon build.
      I am not a big fan of NIN, or "industrial" music, I like some dark ambient albums, but is not my prefered music. (
      [ame="http://www.youtube.com/watch?v=WtB6Ma76s54"]http://www.youtube.com/watch?v=WtB6Ma76s54[/ame]

      I didn play epsilon pack! (i belñieve no one here plays it), Aniway I like Epiquake OST replacement
      EpiQuake mod - Mod DB
      the invasion has begun! hide your children, grab the guns, and pack sandwiches.

      syluxman2803

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      • Hmm, Apoptose, I like them!

        Originally posted by nahuel View Post
        I didn play epsilon pack! (i belñieve no one here plays it)
        When I reinstalled Quake a few months ago, I installed Epsilon for its out-of-the-box ease of use. It had issues though, notably in terms of compatibility with a lot of mods. So now I made my own custom DP install but I kept XOlve's Diabolipak soundtrack around because it's really good.

        Originally posted by nahuel View Post
        Aniway I like Epiquake OST replacement
        Haven't tried EpiQuake yet, will do.
        ♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
        ♪ What a glorious feelin' I'm haaaaaaappy again ♪

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        • well, I finally got the sky in my AS3 version to display layers properly but, now it doesn't want to move :/. For whatever reason (apparently) I cannot mipmap sky and use my layering shader simultaneously. Haxe version doesn't seem to care about that.

          http://www.nextgenquake.com

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          • created some distance fog. I can make it as close or far as I want. I made it really close so I wouldn't have to find a spot where it was working in a "real-world" way. I'm sure I will need to make this better but, I made this version in like 2 minutes. I'm applying it to any texture which also possesses a lightmap. In my engine, (/\*|sky|clip|trigger/i).test(textureName) == true do not receive lightmaps.

            hmmm, a bit unrelated but I just realized that should be (/^(\*|sky|clip|trigger)/i).test(textureName).. ie "begins with"


            Last edited by MadGypsy; 09-26-2016, 11:39 AM.
            http://www.nextgenquake.com

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            • What do y'all think? Does that seem to be about the right distance and density for distance fog? I don't know what these numbers are generally. I have min 1000, max 3000. I'm also not so sure about that color. I tried to just make a dark grey with a hint of blue (0x222233);

              http://www.nextgenquake.com

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              • Yeah that looks pretty good. It looks like the distances are hard-set though (i'm guessing no fog for <1000 and max fog >=3000 ?) Any way you can linearize this, so that at some point the fog over-rides everything in view?

                For the non-lit textures, are you avoiding this because of complexity issues, or so it doesn't completely block the sky textures? I'm not criticizing, I'm just curious. I've noticed that QuakSpasm does this. The fog values have to be very very very small and subtle, or the sky textures get replaced with the flat color of the fog (i don't think it does this with skybox textures though). I can see that the slime in the last couple rooms is still brightly lit.

                The color (for this map) is spot on. Will the color be adjustable for mappers?
                'Replacement Player Models' Project

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                • @lightmap only getting fog

                  Well, basically it's just a little bitty optimization. The idea of distance fog is to block out the distance beyond a certain point...a point well in the distance. Water is horizontal and usually lower than the top of its container so, adding a fog method basically does nothing. If you are close enough to see water you are too far to see fog on it. As far as sky goes it's basically just a product of the facts. Sky has no lightmap, non-lightmapped surfaces don't get fog. If I stumble across a map where this is somehow a problem I'll simply change the code from

                  if(lm)

                  to

                  if(lm||sky)

                  @fog design

                  it's actually no fog <1000, minfog @ 1000, increasing fog between 1001 & 2999, maxfog = 3000 no fog > 3000.

                  I realize it is possible to be up high and look down onto liquid that should be fogged but won't be. I'm not sure if I care. In those situations it's generally lava and a blueish fog would look like crap anyway. Also the liquid would have to be more than 1000 quake units away. That's an insane amount - like 20 players tall. As I said earlier though. There are probably things I will need to make better about this.
                  Last edited by MadGypsy; 09-26-2016, 03:17 PM.
                  http://www.nextgenquake.com

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                  • I made some adjustments

                    for one: my cameras farclip plane is at 2000 so, 3000 for fogmax is kinda dumb. I set it to 2000.

                    for two: 1000 seemed kinda far to be starting the fog. I changed it to 700

                    for three: That color was too bright IMO. I went from 333344 to 22222f. I think I said I was at 222233 in my other post. That was wrong.



                    In my image I just backed up a little til the fog was at least a little obvious on the back wall. Then I asked myself "does that count as "the distance"?". I'm still not sure.
                    http://www.nextgenquake.com

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                    • I think I got it

                      1000, 2000, 0x555555
                      oh and I applied the fog method to every texture. There is apparently no performance hit. I get the same numbers (ram/fps) even if I completely disable fog.


                      I'm currently satisfied with this. Time to go work on something else.

                      However, when I get to making my radiant gamepack for this engine, I am going to make it possible to set all 3 of the fog values in worldspawn. Can't fuck up that way. Fog can be coloured and contoured to fit each maps needs.
                      Last edited by MadGypsy; 09-26-2016, 03:58 PM.
                      http://www.nextgenquake.com

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                      • 1200, 2000, 0x555555



                        Only 2 spots I could find in e1m1 far enough to give actual user results. I believe this is pretty damn close to how it should be.
                        http://www.nextgenquake.com

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                        • Badass bro. That is a lot better than the first pic. Actually adds a level of realism to a 256 color world
                          'Replacement Player Models' Project

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                          • One step at a time, ya know?

                            thanks! @ badass
                            http://www.nextgenquake.com

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