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Posts posted by ensiform
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Added support for:
surfaceSprites flatten ...
shader option for MP.This was missing from MP but supported in SP (used in t2_trip). Resulting in the sprites not appearing at all or very weirdly in MP when playing said map.
Before:
After:
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The vanilla renderer never actually checked it before OpenJK. It only looks for the first 6 numbers anyway. The extra information to ext is only for q3map2.
You missed the point, though DT85, you wouldn't use BOTH in the .mtr file as vanilla can't load it.
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Exactly.
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You don't need q3map_sun(Ext) and q3gl2_sun, one of them (hopefully the latter) will be used always. And trying to plug said shader itself into vanilla will break on q3gl2_sun and q3gl2_tonemap anyway.
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MSBuild relies on .NET Framework because it is a managed app written in C# with .NET (Its not even located in the VC directory or WinSDK platform directory)
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Wouldn't necessarily need to be a server-side entity though, could be purely cg_spawn.c
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I just meant you dont need special renderer to have lens flares, you can do it with some simple client side mod code and the necessary images/shaders.
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Lens flares are ezpz can even be done by cgame ref ents.
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You have to use the respective commands not adding the extension.
screenshot by itself is jpg screenshot_tga is tga, screenshot_png is png.
NOTE: PNG screenshots in vanilla don't gamma correct, everything else does and all 3 do in rend2.
And JPEG screenshot command is identical. Sounds like issue/conflict with driver or something.
eezstreet likes this -
Have you tried with tga and png screenshots to see if theres any difference ?
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That looks like Bioshock Infinite holy shit
Circa likes this -
Not really relevant at all because it doesn't adapt to the rendering pipeline. But yea it is pretty cool, seen it before.
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But that does remind me, I also need to fix problems with the light grid not lighting entities properly. Players always seem to look a lot darker in rend2 compared to the vanilla renderer.
They should be identical if r_hdr is off.
// bonus items and view weapons have a fixed minimum add if ( !r_hdr->integer ) { // give everything a minimum light add ent->ambientLight[0] += tr.identityLight * 32; ent->ambientLight[1] += tr.identityLight * 32; ent->ambientLight[2] += tr.identityLight * 32; }
This is if ( 1 ) in vanilla. I'm assuming he did this cause it looks weird with proper hdr?
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You can't mix other model formats with ghoul2 (API). And if you want extra formats otherwise, bye bye compat mods.
FWIW Format wise, IQM > MD5 in basically every way. The implementation used, is just a basic one though.
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MD5 not getting implemented <period>
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Dglow will be one of the last things if its not replaced with something else, because the implementation is poor/slow.
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So you completely stripped EAX and OpenAL entirely?
The error is supplied because the faulty module is being loaded from the executable as seen in the problem log.
Fault Module Name: OpenAL32.dll
And 0xc0000005 is an access violation.
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r_depthPrepass 0 most likely.
eezstreet likes this -
Looks to me like its trying to use the OpenAL not in the JA folder which is different from the software openal that usually is used elsewhere.
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it fixes only the model issues that were also in ioq3 version. I don't honestly know whats going on with rend2 rendering right now...
(There is a fix for not requiring r_floatLightmap in ioq3 tree now too, but I'm not too concerned about that yet)
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Most of those would become moot if we decide to redo siege all together.
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r_floatLightmap 1 fixes the white model issue fwiw.
Szico VII likes this -
BSP and vis would be helpful.
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Recent bug fixes
in OpenJK
Posted
[MP] target_location entities no longer take up a gentity slot.