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  • MadGypsy
    replied
    @Mr Burns

    You could actually answer a bunch of those questions with a series of quick tests. I'm not trying to be "jerky" to you, if it sounds that way (especially since you are one of the few people here that is too respectful to ever be mean/rude to). I'm just stating the truth. You could easily test a bunch of those questions with little effort, especially 1, 4, 5 & 7.

    I will add that my best guess is that #1 is without question supported. That seems pretty fundamental to me and I would actually be really surprised if FTE doesn't do that. I'd also be willing to bet that SMC is not fully supported. I could name a few reasons why I think this (and I could definitely be wrong). Engine exported .ent files comes to mind as a starter reason. DPExtensions is another, although Spike told me something once that implied that DPExtensions may at least be semi-supported (of course I could be wrong/misunderstood with this as well).
    Last edited by MadGypsy; 09-05-2016, 09:28 AM.

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  • Mr.Burns
    replied
    Hi Spike,

    I have a little time free this weekend, which is rare for me, and I was just contemplating giving FTE a test as a potential Netquake engine and wondered if you would be so kind as to fill in a few blanks for me (a complete FTE newbie)? I fully appreciate that FTE is a QuakeWorld engine and has been designed primarily with that in mind, and I don't for one minute expect everything to work perfectly but it would be interesting to see how it compares from the viewpoint of and old Netquaker like me.

    So with that in mind...
    1. Does FTE have the ability to record demos and also to export them in to AVI/MPEG/Some other video format files in the same way that Qrack can and Proquake used to do (cough, Baker, cough )
    2. Does the test command work in the same way it does on Netquake? (I only ask as I use used Polarites groovy little server scripts to quickly find out who is on a given server)
    3. Does the test2 command work in the same way it does on Netquake?
    4. Can FTE utilise the in game netquake server list provided by Efess on this site in the same way Proquake does?
    5. Can FTE Autodownload maps from one of the European file repo's (such as the Damage server in the UK at http://damage.servequake.com/maps)?
    6. Are there any known issues when connecting to Netquake servers to play the following mods:
      RQuake Coop? (connect damage.servequake.com:26001)
      Painkeep? (connect newyork.quakeone.com:26003)
      RuneQuake? (connect quake.shmack.net:26000)
      NewDM? (connect newdm.servequake.com:26010)
    7. I know you and Seven made some in-roads in to trying to get SMC to work on FTE. How far did that get?
    8. I remember you saying FTE can connect to Netquake servers but there was a specific command that had to be used via the the console. Was it Nqconnect? e.g. to connect to the UK Rquake netquake coop server would I use ngconnect damage.servequake.com:26001 ?


    I know you must be a busy man so if you don't have the time or inclination to come back to me I understand.

    Kind regards

    Monty
    Last edited by Mr.Burns; 09-05-2016, 07:53 AM.

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  • Spike
    replied
    m_pitch -0.022
    its on the old menus, just not the new menus. something that I guess I need to fix some time.

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  • Blood Vengeance
    replied
    Very thanks for the link Talisa, I love FTEQW even more now! I play with inverted mouse, how do I enable it in FTEQW? I can't find it in the options menu

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  • talisa
    replied
    @judicator

    yes yes, FTEQW definitely supports custom particle-effects just like darkplaces

    .

    check this special FTEQW HD-compilation out for example:
    https://qexpo2016.com/afterquake-updated/

    it also includes custom particle-effects

    Leave a comment:


  • Judicator
    replied
    Originally posted by Spike View Post
    try r_hdr_irisadaptation 0?

    fte's d3d renderers do tend to get higer framerates, but at the same time they don't support all the same feaures like rtlights, water, or post processing.
    they're also less well tested, so don't be surprised by glitches or crashes, but they should be fine with vanilla-like maps/mods.
    r_hdr_irisadaptation 0 doesn't work but it's ok: I don't want to abuse your kindness and most likely is something on my end that's not working properly.

    Yeah, I get much better framerate under Direct3D but is also more glitchy, oh well, my rig is rather old (Phenom2 X4 955 + Radeon HD 6950) so I need to stick with D3D to get better performances.
    Is it possible to use custom particles like these in FTEQW?
    Thanks for your help.

    Leave a comment:


  • Spike
    replied
    try r_hdr_irisadaptation 0?

    fte's d3d renderers do tend to get higer framerates, but at the same time they don't support all the same feaures like rtlights, water, or post processing.
    they're also less well tested, so don't be surprised by glitches or crashes, but they should be fine with vanilla-like maps/mods.

    Leave a comment:


  • Judicator
    replied
    Originally posted by Spike View Post
    you can try tweaking the bloom, or just disabling it.
    r_bloom 0.2 or so should be more tolerable, or just use 0.

    alternatively you could tweak all the bloom cvars and end up with something really screwy like: http://triptohell.info/moodles/junk/brokenbloom.png
    This is strange: with r_bloom 0.2 the bloom gets more intense, I tried every single r_bloom command and that bright light doesn't go away.

    It doesn't do it everywhere in the levels but only in some spots.
    Another thing which one is better OpenGL or Direct3D 11? I get higher FPSs in D3D.

    Leave a comment:


  • Spike
    replied
    you can try tweaking the bloom, or just disabling it.
    r_bloom 0.2 or so should be more tolerable, or just use 0.

    alternatively you could tweak all the bloom cvars and end up with something really screwy like: http://triptohell.info/moodles/junk/brokenbloom.png

    Leave a comment:


  • Judicator
    replied
    Is it normal that the lighting is like that when I enable both the Realtime Lighting?


    Attached Files

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  • Blood Vengeance
    replied
    Originally posted by Spike View Post
    high res skies should have eg a sky4_solid texture and a sky4_alpha texture.
    skyboxes would normally be enabled via the 'sky' worldspawn key, although you can override it with r_skybox, but that can be a bit awkward to manage. there's a 'skygroup $skyboxname $mapname1 $mapname2' command that you can use from a config for per-map things, but that's probably excessive for most users.

    if you have world shadows enabled, you can set the r_shadow_realtime_world_lightmaps cvar to 1 or whatever in order to retain lightmap levels as they were (or values between 0-1 to scale accordingly, depending on your rtlight file). again this isn't per map, so its a bit annoying. it'd be good to have such a setting in the rtlights file, but there's no such override yet.

    the screenshots-with-torches that you refer to were likely of the afterquake package. that package has custom menus including a particles menu. that package also includes purplehaze's various custom effects, which can be selected via that menu.

    r_waterstyle controls a few shader properties for water. there's no fog (partly because there's no singular plane from which water fog should be generated, grr dm3), and no specular, so water is basically transparent other than for the reflection+refration effect.
    it is possible to provide some tint argument, or you could write entirely your own glsl code (base it off fte's 'altwater.glsl' to get the reflection+refraction stuff as a base).
    this is a somewhat complex thing to do.
    Thanks for the reply

    Leave a comment:


  • Spike
    replied
    high res skies should have eg a sky4_solid texture and a sky4_alpha texture.
    skyboxes would normally be enabled via the 'sky' worldspawn key, although you can override it with r_skybox, but that can be a bit awkward to manage. there's a 'skygroup $skyboxname $mapname1 $mapname2' command that you can use from a config for per-map things, but that's probably excessive for most users.

    if you have world shadows enabled, you can set the r_shadow_realtime_world_lightmaps cvar to 1 or whatever in order to retain lightmap levels as they were (or values between 0-1 to scale accordingly, depending on your rtlight file). again this isn't per map, so its a bit annoying. it'd be good to have such a setting in the rtlights file, but there's no such override yet.

    the screenshots-with-torches that you refer to were likely of the afterquake package. that package has custom menus including a particles menu. that package also includes purplehaze's various custom effects, which can be selected via that menu.

    r_waterstyle controls a few shader properties for water. there's no fog (partly because there's no singular plane from which water fog should be generated, grr dm3), and no specular, so water is basically transparent other than for the reflection+refration effect.
    it is possible to provide some tint argument, or you could write entirely your own glsl code (base it off fte's 'altwater.glsl' to get the reflection+refraction stuff as a base).
    this is a somewhat complex thing to do.

    Leave a comment:


  • Blood Vengeance
    replied
    Some questions about this engine I'm currently enjoying a lot:

    - How do I enable HD skies?
    - How do I raise lightmaps level when I enable the RTlights?
    - Where I can find HD particle torches like the ones I've saw in some screenshots?
    - Where I can find pretty liquids like water, slime, lava etc..? When I enable some effects the liquids appear totally transparent

    Leave a comment:


  • Spike
    replied
    @mushi
    the rocket shader is the only one that has a non-vanilla shader name.
    presumably this means that your other models have similar textures which are not replaced by that shader.
    if you open maps/b_batt0.bsp for instance with the model viewer, it should display the names of the shaders/textures in use. however, this does not mean that the textures in that package are compatible with the replacement model that you're trying to use.

    @duke
    the glow itself is because you have bloom enabled.
    fullbright player skins are a common theme with quakeworld (and really, if you're playing deathmatch you'd be at a disadvantage if you didn't).

    I don't know what other stuff you have installed, but it looks like you do have a high-res skin on that player (as well as some replacement realtime lighting stuff).
    my guess is that you have some scripts/*.shader file that was made for DP that glitches out in engines that actually support those shaders more fully.
    you can try using the 'dpcompat_makeshitup 2' setting, which ignores chunks of functionality and overrides most of the rest of the shaders. unfortunately it breaks other stuff too.
    if you want to try rewriting the shader, you can use fte's 'dir' console command to list possible shader files within paks+pk3s, and then open+change whichever file sounds most appropriate with notepad or whatever (pk3s are just renamed zip files, but pak files are much more awkward).
    typical things to look out for are lightmap passes on things which have no lightmaps, especially additive ones (which would give lots of white).

    Leave a comment:


  • Duke
    replied
    I have this problem where skins glow, anyway to fix this?

    See screenshot
    Attached Files

    Leave a comment:

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