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Quake Animated-REFLECTING-OVERLOAD

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  • Seven
    replied
    Ashir,

    reading through this thread will bring up this issue several times.
    Webangel implemented these light rays for EVERY window in ID1 and MP1+2.
    I fully agree that some windows should have been left out
    But webangel does not do only half the job

    So I recommend to simply delete the maps .ent files for the maps which are hard to swallow for you.

    There is NO other way that can for sure bring your fps back to regular level.

    Just like bluntz say:
    Disabling HDR and also reliefmapping will most probably help.
    Be also aware that especially this "feature" is exteremly hardware dependent.
    My Nvidia handles the start map easy entrance light ray with no issues, while some AMD card almost choke.

    So to summarize it, use it at your own risk
    And delete the parts of it, that you do not like/want.

    It is a bit of a fiddling, but in the end its worth it.

    Have fun,
    Seven

    Leave a comment:


  • bluntz
    replied
    Originally posted by Ashir View Post
    Nope, it improve a little, from 4 to 11 FPS...
    You should realize that is almost a 300% improvement.
    30 fps is about worst case for me and takes several windows with fog,rain and smoke near the pretty water tele areas.
    Running the version Seven recomended.(older)

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by bluntz View Post
    I am getting an avg of 150 with all the bling on with a 6850 occd.But it still takes hits to 30 at times (rain and fog near lava and windows)even if I get over 1000 at others. p67 asus board with 8 gigs 1600 gskill occd and i5 2500.Your bottleneck is likely the gts250.
    what about right on top of the Start window?? do you get catastrophic FPS drops like we are when you pass through / stand in front of the rays?

    Thats odd, I'm getting waaaaay better FPS than when I took those Screenshots..... and everythings turned on. Im using version from 2011 wtfok?... Latest Stable release is what I downloaded. haha, getting the latest snapshot now.


    Even more performance out of the latest snapshot!
    Last edited by Mindf!3ldzX; 08-06-2012, 10:28 PM.

    Leave a comment:


  • bluntz
    replied
    I am getting an avg of 150 with all the bling on with a 6850 occd.But it still takes hits to 30 at times (rain and fog near lava and windows)even if I get over 1000 at others. p67 asus board with 8 gigs 1600 gskill occd and i5 2500.Your bottleneck is likely the gts250.
    Last edited by bluntz; 08-06-2012, 09:51 PM.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by Ashir View Post
    Nope, it improve a little, from 4 to 11 FPS...
    that happens to me too when I stand at the window of Startmap right in the path of the lightrays and such, I get reallllly low fps. I have a mid-range 5series radeon and until LordHavoc helped me figure out how to use 2 gpu's, I too suffered unplayability using every bell and whistle that has been created.

    1gpu


    2gpu


    I still can't successfully keep a constant 60 FPS, even with both gpu's. I am wondering if even today's 680 or 7970 can run DarkPlaces w/ every bell and whistle enabled with a constant 60fps.

    So,dont distress you aren't the only one with raped performance with those effects.

    Leave a comment:


  • Ashir
    replied
    Originally posted by bluntz View Post
    Turn off HD bloom
    Nope, it improve a little, from 4 to 11 FPS...

    Leave a comment:


  • bluntz
    replied
    Turn off HD bloom

    Leave a comment:


  • Ashir
    replied
    Hi guys, this is a really cool looking pak, it's a shame that while using it, levels like The Wizard's Manse get unplayable.

    Those ray of light coming out of the windows are so cool, but with a i7 920 @ 3.6 GHz, 12 GB ram and a GTS250 it all comes down from 125 FPS to 4 FPS!!!

    Is there a way to optimize it so it won't lower so much the FPS?

    Leave a comment:


  • metalseed
    replied
    Thanks again Seven and webangel for all your work. This is wonderful!

    Leave a comment:


  • Seven
    replied
    Originally posted by nahuel View Post
    please! retire the flag values from "lavaball.mdl"

    Listen to Nahuel !
    He has the coolest ideas.

    To remove a flag for a specific entity, while leaving the flag for all other entities with same model:
    fireball.effects = EF_NOMODELFLAGS;

    You can give a specific entitiy any flag you want with DP_SV_MODELFLAGS_AS_EFFECTS.
    That is why I love DarkPlaces. It is made for crazy modders

    Leave a comment:


  • nahuel
    replied
    void() fire_fly =
    {
    local entity fireball;

    fireball = spawn();
    fireball.solid = SOLID_TRIGGER;
    fireball.pflags = PFLAGS_FULLDYNAMIC;
    fireball.light_lev = 180;
    fireball.color = '4 2 0.5';
    fireball.skin = 17;
    fireball.movetype = MOVETYPE_TOSS;
    fireball.velocity = '0 0 1000';
    fireball.velocity_x = (random() * 100) - 50;
    fireball.velocity_y = (random() * 100) - 50;
    fireball.velocity_z = self.speed + (random() * 200);
    fireball.classname = "fireball";
    setmodel (fireball, "progs/lavaball.mdl");
    setsize (fireball, '0 0 0', '0 0 0');
    setorigin (fireball, self.origin);
    fireball.nextthink = time + 5;
    fireball.think = SUB_Remove;
    fireball.touch = fire_touch;

    self.nextthink = time + (random() * 5) + 3;
    self.think = fire_fly;
    };



    ///////////

    please! retire the flag values from "lavaball.mdl"
    Last edited by nahuel; 05-12-2012, 09:53 PM.

    Leave a comment:


  • webangel
    replied
    Hi FC,
    I loved Tenebrae in the old days.
    I will try your suggestion.

    Sorry but your full name is really complicate for me

    Hello bluntz!
    I totaly forgot this I want to make this for you. I tried it but I have to look if I find some of this old stuff on my hd.
    Last edited by webangel; 05-13-2012, 02:07 AM.

    Leave a comment:


  • FC Zvyozdochka
    replied
    Ah, understood

    Actually, do you remember that funny Tenebrae effect - lavaballs casted cubemapped light on wall surfaces.
    It is possible to do in DP!
    Grab cubemaps 17** from Tenebrae's folder and add such string info your effectinfo.txt :

    Code:
    effect lavaball_trail //all these string already exist in Seven's effectinfo except one
    lightradius 180
    lighttime 0
    lightcolor 4 2 0.5
    lightcubemapnum 17 //this is cubemap name. Note, its name should be a number!
    lightshadow 1
    Looks unrealistic, but I like it

    Leave a comment:


  • webangel
    replied
    Hello FC Zvyozdochka,
    you are right if you want to make map Cubes.
    The "Lightbeams on Ground" Cubemaps do not work like this.
    They are much easier

    If you have this pack on your Hard Disk please look at them!
    You can find them in the \cubemaps\ folder of the .pk3.


    Originally posted by FC Zvyozdochka View Post
    You can easily make your own cubemap with simple "envmap" command. Just a little advise - once you have a cubemap files, open it with your preferred graphics editor, and make them more contrast and less bright, and then apply blur on them. That makes "fake" cubemap reflection look better.

    Leave a comment:


  • FC Zvyozdochka
    replied
    You can easily make your own cubemap with simple "envmap" command. Just a little advise - once you have a cubemap files, open it with your preferred graphics editor, and make them more contrast and less bright, and then apply blur on them. That makes "fake" cubemap reflection look better.

    Leave a comment:

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