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Baker: Know any more q3deforms? (like the circular wave)

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  • Baker: Know any more q3deforms? (like the circular wave)

    Hey baker>!!!!!!!!!!!! I was wondering!!!!!
    If you know of any!!!!!
    M ore q3deforms people have added!!!!
    Like the circular wave you added from b<llllooooooodddd oommiciiidddallll!!!!!!

    I would like more of them!!!!!!!!!
    I have added it too based on your work< to my branch!!!!!!

    Want more tho!!!!!!!!!!!!!!!!!!!!
    Do you know of other deforms not in regular q1/darkplaces that __i__ could steeeallllllllllllllll>>>>>>????!!!!

  • #2
    The ones that I added to Zircon from Blood Omnicide DarkPlaces are the only ones that I know of that are not in regular DarkPlaces.

    I added roundwave and bulge which were not in standard DarkPlaces and those 2 are outstanding.

    In my head Q3 shaders are mostly either vertex manipulations like the above or a texture additive or some sort of environmental effect (reflect). It is quite possible to write new vertex manipulations -- but you would have to know exactly what you want to do it.
    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 ...

    Comment


    • #3
      Originally posted by Baker View Post
      The ones that I added to Zircon from Blood Omnicide DarkPlaces are the only ones that I know of that are not in regular DarkPlaces.

      I added roundwave and bulge which were not in standard DarkPlaces and those 2 are outstanding.

      In my head Q3 shaders are mostly either vertex manipulations like the above or a texture additive or some sort of environmental effect (reflect). It is quite possible to write new vertex manipulations -- but you would have to know exactly what you want to do it.
      I ported over the roundwave from your branch to my version of DarkPlaces.
      Screenshot from 2025-03-01 10-18-12.png Screenshot from 2025-03-01 10-18-23.png
      Bulge seemed to already be in it, and I didn't find a commit where it was edited.
      Here's 2012 DP's version of bulge:
      What is it missing?
      break;
      case Q3DEFORM_BULGE:
      // deform vertex array to make the surface have moving bulges
      // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
      // rsurface.batchvertex3f_vertexbuffer = NULL;
      // rsurface.batchvertex3f_bufferoffset = 0;
      // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
      // rsurface.batchnormal3f_vertexbuffer = NULL;
      // rsurface.batchnormal3f_bufferoffset = 0;
      for (j = 0;j < batchnumvertices;j++)
      {
      scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
      VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
      }
      // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
      Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
      if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
      {
      // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
      // rsurface.batchsvector3f_vertexbuffer = NULL;
      // rsurface.batchsvector3f_bufferoffset = 0;
      // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
      // rsurface.batchtvector3f_vertexbuffer = NULL;
      // rsurface.batchtvector3f_bufferoffset = 0;
      Mod_BuildTextureVectorsFromNormals(rsurface.batchf irstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
      }
      break;
      case Q3DEFORM_MOVE:

      Comment


      • #4
        Originally posted by Baker View Post
        The ones that I added to Zircon from Blood Omnicide DarkPlaces are the only ones that I know of that are not in regular DarkPlaces.

        I added roundwave and bulge which were not in standard DarkPlaces and those 2 are outstanding.

        In my head Q3 shaders are mostly either vertex manipulations like the above or a texture additive or some sort of environmental effect (reflect). It is quite possible to write new vertex manipulations -- but you would have to know exactly what you want to do it.
        Well you need to get those out of your head and spill them into your code base so I can steal them without remorse, and when you try to revoke my license (which you can do under US copyright law from free-takers as the license is not supported by consideration from the free license "holder", and a license is merely permission: not transfer), and you get a court order to demand I "return" the license to you:
        I can then ignore your demands of license revocation and continue working on my coding hobby.
        WHAT DO ____YOU_____ THINK OF THAT BAKER???A?A?A?A??!?!!!!

        Just as I stole ALL of "Lady Havock"'s work and continue to call him, in "my" codebase, the name that is in my codebase's repo: Lord Havoc (Forest Hale).
        Just as he stole John Carmack's work and, because he then rewrote "everything" imagines it's all his (I understand this: when I buy something from a store I imagine it's mine too... but really it was made by another).


        Comment


        • #5
          Originally posted by Baker View Post
          The ones that I added to Zircon from Blood Omnicide DarkPlaces are the only ones that I know of that are not in regular DarkPlaces.

          I added roundwave and bulge which were not in standard DarkPlaces and those 2 are outstanding.

          In my head Q3 shaders are mostly either vertex manipulations like the above or a texture additive or some sort of environmental effect (reflect). It is quite possible to write new vertex manipulations -- but you would have to know exactly what you want to do it.
          I've added some things to the engine myself too, you know... [(suggestive eyes)]
          I notice, BAKER, on your moddb page you archive a version of my work, but the prose throws shade on the idea that I ported wolfenstine:enemy territory map loading to the engine.
          It's as if you're saying "it could be true, but I doubt it, who knows".

          Why do you doubt me?
          Is there a problem here?

          I posted the code, screenshots, videos, everything.
          What more do you need to understand that I did do that work?

          Comment


          • #6
            Originally posted by Baker View Post
            The ones that I added to Zircon from Blood Omnicide DarkPlaces are the only ones that I know of that are not in regular DarkPlaces.

            I added roundwave and bulge which were not in standard DarkPlaces and those 2 are outstanding.

            In my head Q3 shaders are mostly either vertex manipulations like the above or a texture additive or some sort of environmental effect (reflect). It is quite possible to write new vertex manipulations -- but you would have to know exactly what you want to do it.
            Some things I would like would be like a whirlpool effect (like round wave in some ways, but perpendicular to the centre at "setting 0", and then ability to radiate it out and "drag" it like a real anime whirlpool effect at setting "0.1...0.2... etc")
            Also for germans you should able to make 4 of these "whirlpool arms" with only 2 segments each at 90 degrees with some algo somehow to make them happy. Germans would be unhappy in their subconsionce.
            Also simiarly one should beable to etch the Cross of Jerusalem and the Templar and Maltese Crosses in Q3deforms . I think that would be apt for a Quake game. Germans and English will like those too.


            I would also like an "infinite" roundwave effect maybe, ie: the waves eminate from the centre outward forever. And only from the center: without the artifacts that the current roundwave has (maybe call this circlewave).
            Unless I'm doing my shaders wrong:
            deformVertexes roundwave 180 18 3 0 0 0 sin 2 30 0 0.2
            Screenshot from 2025-03-01 10-37-02.png Screenshot from 2025-03-01 10-37-17.png

            And I would like q3deforms to make shapes that can be made as an option that are illegal in europe and russia and make my branch illegal and make the europeans want to imprison anyone who has my branch for infinite years.
            Since they hate freedom of speech, freedom of association, and freedom to marry young virgin girls.
            I want them to be, potentially if they decide to become shader programmers, offended and burning in their minds with hatread, demanding police and arrests.

            Stars would be nice too, 5 pointed, 4 pointed, variable pointed.
            Pentagons hexagons, and allthe other polygons would also be nice.
            Maybe as an extension of round wave.
            But round wave does seem to have problems: only the outer rings are "correct" at all. The inner are a mishmash of wave interferance patterns.
            Attached Files

            Comment


            • #7
              Don't know what to say except I agree Europe sucks because they don't have real free speech and they want to become East Germany with secret thought control police. Maybe they would be better off as part of Russia.

              I am exclusively focused on making "Dungeon stuff" for Quake, I promised one of my kids I'd make Quake into a Dungeon Game and that is exactly what I am going to do.



              I don't know what this "throwing shade" thing is you speak of -- you will have sort that out with yourself because whatever that is, I'm not interested in it.

              I get shit done because I stay on mission.

              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 ...

              Comment


              • #8
                Originally posted by Baker View Post
                Don't know what to say except I agree Europe sucks because they don't have real free speech and they want to become East Germany with secret thought control police. Maybe they would be better off as part of Russia.

                I am exclusively focused on making "Dungeon stuff" for Quake, I promised one of my kids I'd make Quake into a Dungeon Game and that is exactly what I am going to do.
                I already did that in ChaosEsque Anthology to some degree.
                1/3rd of the 200+ weapons are medeval weapons.
                The random warpzone feature Divverent made long ago (on request), enables maps like DarkHold to be randomly connected duengons.

                What you think of that.
                You gunna post up?

                Originally posted by Baker View Post


                I don't know what this "throwing shade" thing is you speak of -- you will have sort that out with yourself because whatever that is, I'm not interested in it.
                I read your moddb posts.
                You imply my code doesn't "run" the Wolfenstine Enemy Territory and RTCW maps.
                When I did alot of QC code to make sure it does, to the extent they can be used for DM matches.
                You dissin me on the moddb page by spitting on the idea that I coded in the engine to get them "thangs" running (as a WHORE would say "SPIT ON THAT THANG!!!")

                When that other guy was like "ayyo AYYO YT BOI, u can run dem RTCW maps in quake nauh?"
                You said "in ftwquake it loads the maps but it cant run them"
                In Darkplaces fork I do: I can do both: load them and run them well enough.

                You dissin on me there thinking it can't, claiming to others "na na na, it's FTWQUAKE that can sorta do it, not this mutha fuckaz code ight"
                And they believin' u
                That's called some sorta' false light or libel.
                So we gotta figure a time and place.

                The fact is that I did the engine code in DP to get those maps running
                and the QC in Xonotic (my version) to support that.
                (all really quake1, some people like to put on airs)

                Also you fucking wrong with saying IDBSP47 RTCW is the same as IDBSP47 QuakeLive.
                That was the problems "lady havoc" and the rest couldn't figure out.
                2 slightly incompatable file formats with the same number.

                Well I got it all to work just fine.
                Just fine.
                But they diffrent formats.
                You see they never unna stood that erry QuakeLive map cums wit a sidechannel aas file.
                If that shit be there: u KNOWIN it q QuakeLive muahfuckin map fo-mat and not no Nazi shieeet.
                Na sayin?

                Na u don't.

                Du diffrencez between QuakeLive and Quake3 is like nutthin: it does got 1 extea BSP Lump shieet u gotta deal wif o u crash out : u feelin me?
                But that just advertising bullshiteeet and download shiueeeeet from de inet shieeet. U unastanin me?

                Nauh RTCW/WolfenstineEnemyTerr'tory got o lots o stuffs that be diff'ent. U uneastantin mean?
                Fist u got da fog lump. Dat muah fucka wuz crashin da lodin fo awhile. I cudent figga it out "why duh fuck dis crashin out niqqua?". One map had fog.
                Had to do alot o codin to get that working.
                Den u be havin the Quake1 Style sky orbs SOME of the tyme, but Quake3 others. It like a mix. Had to add that fuc'cionality.
                DEN u got some shit about diffrent physical characteristics of a surface, they added some of those (one): if you loaded a map with it and you
                didn't deal with it you crashed out, U know what I sayin?
                Then you had dis shit where they had this extra lump or something ahving to do with foliage.
                Necver seemed to be used in maps much at all, except for a puddle.
                Well you had to "deal" with that. I did: just skipped it. But you DID have to do something in the code.
                Maybe some maps used it but ... wasn't that important.

                Then the shader directives. Had to deal with all those and code THEM in

                Look muthat fucka it took me a month to do all that shieeeeeet
                And u dissin on me saying I didn't do it o you dunt know n shieiieeieet

                Muah fucka.


                Originally posted by Baker View Post
                I get shit done because I stay on mission.
                You implying I don't get nothing done?
                Where did the generated cities come from then?
                200+ weapons?
                Where?

                Attached Files

                Comment


                • #9
                  Originally posted by Baker View Post
                  Don't know what to say except I agree Europe sucks because they don't have real free speech and they want to become East Germany with secret thought control police. Maybe they would be better off as part of Russia.
                  One guy is going to prison because a brussels AI spy bot flagged his private conversation as "mysogninst, racist, sexist".
                  The guy doesn't kill the police dead for some reason. I don't know the reason.

                  I hope Russia destroys the european rulers. And I hope they send soliders to the women ruling over the "mmaallesss" like how Rome delt with Boudica.

                  Comment


                  • #10
                    I loaded some Enemy Territory maps in your engine. Some of them ran fine. Some of them the engine crashed. FTEQW did a bit better in that it never crashed, but some of them had wild polygons.

                    If you are looking for a conflict, I'm sorry but you cannot be my nemesis. My arch villain would have to someone cool like Lex Luthor or Thanos.

                    So you will need to find someone of your peer group to be their villain, perhaps Dora The Explorer, Captain Crunch or maybe Chester Cheetos.


                    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 ...

                    Comment


                    • #11
                      Originally posted by Baker View Post
                      I loaded some Enemy Territory maps in your engine. Some of them ran fine. Some of them the engine crashed. FTEQW did a bit better in that it never crashed, but some of them had wild polygons.
                      1) What map format have you implemented. Tell me Baker. Now you're dissing me because "well some maps crashed in your engine, fteqw did not"
                      I didn't know FTE implemented RTCW/EnemyTerritory maps.

                      My implementation is from studying the RTCW/ET engine in some cases itself, and trial and error.
                      Yet you diss me and again are acting like I didn't do shit.

                      Shows you didn't compile it, as in the source code, as of last year, none of them crash.
                      I fixed those shader errors that existed in Darkplaces previously: in shader functions that were not used and not tested by Havoc

                      You going to diss me for not knowing that Havoc fucked up the memory allocation of various not-often-in-use shader impmentations?
                      Because that's what you're doing here.

                      Once I came upon them. Which was last year in the vinetian map and another one labeled as japan, I fixed those improper memory allocations.

                      Originally posted by Baker View Post
                      If you are looking for a conflict, I'm sorry but you cannot be my nemesis. My arch villain would have to someone cool like Lex Luthor or Thanos.

                      So you will need to find someone of your peer group to be their villain, perhaps Dora The Explorer, Captain Crunch or maybe Chester Cheetos.
                      Ok, Baker. When we meet in real life I'll kill you straight dead.
                      Sound good?

                      You just said you don't respect me and refuse to. So I'll kill you when I see you.
                      Go Fuck yourself you ******.










                      Comment


                      • #12
                        Originally posted by Baker View Post
                        So you will need to find someone of your peer group to be their villain, perhaps Dora The Explorer, Captain Crunch or maybe Chester Cheetos.

                        You're going to die for that slight. Fuckface.

                        Comment

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