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fromhell
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« on: October 29, 2010, 07:24:25 PM »

Hacking software quake makes my brain a little bigger.
« Last Edit: March 15, 2013, 05:16:41 AM by fromhell » Logged

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Cacatoes
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« Reply #1 on: October 30, 2010, 04:03:13 AM »

hmm sweet
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andrewj
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« Reply #2 on: October 30, 2010, 04:21:58 AM »

awwww no pics Tongue
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fromhell
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« Reply #3 on: October 30, 2010, 09:02:36 AM »

okay



funny, first i make a quake2 gl render go backwards, and now i make a quake software renderer go forwards
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Bane
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« Reply #4 on: October 30, 2010, 04:27:55 PM »

that first pic looks like an acid trip  Smiley
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Cacatoes
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« Reply #5 on: October 30, 2010, 05:04:17 PM »

Yeah but pills were left on the drawer for too long.
* Cacatoes will reach 1000 and doesn't want to post elsewhere than on Club Nub Tongue
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Graion Dilach
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« Reply #6 on: October 30, 2010, 05:06:50 PM »

Ahem...

Quote
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Members, only, posts aren't counted. Irrelevant.

 Grin

BTT: How can a renderer go backwards? Huh
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Neon_Knight
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« Reply #7 on: October 30, 2010, 06:45:15 PM »

Yeah but pills were left on the drawer for too long.
* Cacatoes will reach 1000 and doesn't want to post elsewhere than on Club Nub Tongue
You are 999. Tongue
You are eviler than evil... I knew it. (?)
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fromhell
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« Reply #8 on: October 31, 2010, 08:13:01 AM »

It's colored lighting. Here's how it's supposed to look

having lightstep issues atm :/

I also want to work on the sound code later (porting apogee MIDI code, tie chocodoom opl stuff in it (on win32 and linux only) and doing random sound effect pitching(which is really hard or near impossible to do due to the nature of the 'paintbuffer'))
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Pain
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« Reply #9 on: October 31, 2010, 09:36:05 AM »

that first pic looks like an acid trip  Smiley

no, it's pul1ctf  Cheesy Cheesy Cheesy
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RMF
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« Reply #10 on: October 31, 2010, 05:57:52 PM »

hey nothing against that map, I love how the brightskin freaks freak out there Grin
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Someone_mad
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« Reply #11 on: October 31, 2010, 06:57:36 PM »

Was just a joke RMF...! Calm down ^^
             ±END¤CONNEXION±
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andrewj
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« Reply #12 on: October 31, 2010, 09:30:47 PM »

colored lighting + 8bit palette = eye sore Cheesy

The thing that makes colored lighting look nice is the smooth graduation between e.g. bright red and dark red, or between two different colors, and you lose that when you force the result into 256 colors.

I tried it with Quake2 (big lookup table in the surface cacher) and no matter what palette I used (I had a few ones beside the stock Q2 palette), maps like the one with all the laser beams and lava and lotsa red lighting never looked decent.  But YMMV Smiley
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fromhell
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« Reply #13 on: November 01, 2010, 12:28:56 AM »

actually it's been a bit fixed up since. I now also have overbrighting
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #14 on: November 19, 2010, 08:45:35 AM »


I had a bit of fun after doing wateralpha support..... lol simple water
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #15 on: November 27, 2010, 02:19:02 AM »



I believe I am totally finished with the whole colored lighting thing. Models are lit, dynamic lights work with colors and performance on Pentium II is actually quite passable.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #16 on: December 16, 2010, 08:55:42 AM »

http://leileilol.mancubus.net/engoo/

MERRY CHRISTMAS!
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Peter Silie
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« Reply #17 on: December 16, 2010, 01:48:17 PM »


Great work and many thx!

MERRY CHRISTMAS!

Where do you come from?
I still have some days to go Wink
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andrewj
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« Reply #18 on: December 16, 2010, 08:38:19 PM »

ITS ALIVE Grin

btw I only helped a little bit.

I should probably fix up my Linux makefile and sort out the other code fixes needed for Linux...............
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fromhell
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« Reply #19 on: December 17, 2010, 03:59:50 PM »

btw I only helped a little bit.
That "little bit" (mainly the lightstep bug fix and the sound pitch initial implementation) meant a LOT to me. Tongue

There's of course that model alias lighting bug which is due to the alias clipping not passing values... that one had me stumped for awhile. When you get to that point in awwquake2 don't forget about r_aclip!

The biggest drawback of the engine is the lack of new ASM routines for the new things. Mainly (from slowest to fastest):

- Colored lighting surface mip blocks
- 8-bit variable-step sound channel painting
- Alias model drawing (slightly regressed here)
- Blended sprite drawing
- Alpha/Additive Particle drawing

Another drawback is safely extending the network protocol to support things like:
- bigger .effects field
- alpha
- scale
- glow size and color

I have alpha and glowsize/color in as dpprotocol stuff already, but this causes the engine to crash on first startup.

It'd be fun to eventually support QW and DP7 later on though
« Last Edit: December 17, 2010, 04:33:37 PM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #20 on: December 19, 2012, 06:42:46 AM »

This is a quake engine project im working on. Can't believe I haven't posted a topic about this here yet.

Long explanation short: Software rendered version of a typical GLQuake engine while having Zdoom, Unreal and Build influence.

Right now i'm trying to get siggi's hud scaling code to work with the refdef


Currently only supports Win32 and DOS. No linux or mac port Sad
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #21 on: March 15, 2013, 05:17:29 AM »

If anyone ever wondered what cg_leiSuperGoreyAwesome could've been like..



Also i've been trying to optimize the heck out of the surfaceblocks. I now believe marklights is a slower function than the rgb surfaceblock. Colored lighting is finally smooth-ish on Pentium II, getting around 40fps averages!
« Last Edit: March 15, 2013, 05:24:18 AM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
GrosBedo
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« Reply #22 on: March 22, 2013, 07:18:42 AM »


Wow, the blood (particles?) effects are very impressive, particularly the blood on walls and the blood drops from the ceiling. Very nice.
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fromhell
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« Reply #23 on: April 30, 2013, 05:59:38 AM »

Now the renderer can handle a 24-bit texture.  Shown here's a Half-Life level, just because it has textures with their own palettes. I plan to implement external TGA and PCX loading (which should lead to skybox support later on)
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
fromhell
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« Reply #24 on: May 02, 2013, 05:21:48 AM »

Added water refraction

which is at least something i wanted for OA's glsl
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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