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Posts posted by Szico VII
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Guys... I said it only works via server list, and doesn't via anything else! Also I know it has been fixed eez, please observe previous posts where I wondered if there was gonna be a stand-alone widescreen patch around a bit earlier than the entire rest of the update?
DANKE.
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Well I'm losing patience too
Oh right...yes, clip. Clip....mmmmmmmmm.
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Doesn't work at all unless it's set to 0. DOES work if I have some kind of hud up, (cg_drawgun 1, cg_drawcrosshair 1, cg_draw2d 1) but as soon as these are all set to 0 (or just draw2d 0 on its own) it buggers off again. Which is annoying as for screenshots I need none of those things :|eezstreet, on 27 Apr 2013 - 02:40, said:
Alter the RenderFrame in the .ini. Sounds like its trying to apply the effects to the HUD instead of the 3D viewport. Try /cg_draw2d 0 as well.
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As a mapper, map/devmap are quite essential
Maps wont load from the menu either, still crashes. Can get into servers with BASE maps without crashing from the server list. Weird.
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Those commands crash MP unless you vid_restart once the map has loaded. Which is just irritating if you're in a server as it'll crash every map switch and then you have to reset to 4:3 res, then vid_restart with those settings and redraw map once its loaded.
I know its one of the first things you fixed but is there any way that particular fix could be put out as a stand-alone release for the average Joe soonish? Seeing as how waiting for EVERYTHING to be finished will presumably take some time.
Circa likes this -
Yer that! Oh, and incidentally, if anyone can get a MP widescreen patch out separately now, that'd be REALLY nice of them
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Tried it with QEffects GL....it only works when I "noclip" or hit menu...then stops working as soon as the console log vanishes. Weird. Still..
And a vid:
Unifermius, CaptainChar, Merek and 1 other like this -
Shit...was it really November last I looked at this? Damn...might need to get back on it ASAP :|
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Aside from the VIS, can we expect a max vehicles fix included ?
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We have cairn .maps, including the one that never shipped with the game (2 prefabs and a near-complete level). When legal crap calms down I'll try to get the rest.
Thats all well and good but Cairn comprises of only one in-game location does it not?
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Perhaps a policy whereby if proof can be offered that a reasonable attempt to gain consent has been made to the author, and there has been no response, then perhaps we would be able to upload it under the 'JKHub' name. However it would need discussion, mostly with those resonsible for the site itself...mainly Caelum. If he's okay with that then I guess it could be changed. However as he is the site owner and ultimately the founder and the one who would be dealing with any (however unlikely) fallout he'd need to sanction it I think!
@@Caelum @@Inyri @@CrimsonStrife @@Fighter @@therfiles @@MagSul @@Azatha @@Milamber
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You can always decompile maps to get a rough idea of how they were built?
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You mean its hard to make it do what you want without the player noticing.
It doesnt do what you want it to even if you pretend the player is blind
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Aye. And antiportal sucks balls. It does not do what you want it to
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pcspecialist.co.uk
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Sorry, didn't think I was.... everyone could stand to work on that though really... *cough*
ACCEPT MY HUMBLE APOLOGIES *waves hand*
I still would like a new vis system where you can manually control what is seen from where if you'd like to - whatever method used to implement it. Hopefully it will be considered.
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Reading skills perhaps...? lD
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Perhaps I should just have written - can we improve the vis system?
I'm not dismissing any system - if there's a better way to get a better visibility algorithm than what we have then fine.
Didn't dismiss MoonDogs link, sorry if it came across that way - but from what I took it's still a system that would only work well in indoor corridor type-areas. (Doom 3)
What i really want to do is to be able to manually specify what bits of the map are drawn and when - to have complete control over it. Perhaps that's not a possibility, but it was stated that 'anything is possible' so I thought Id put the request out there!P.S. @@mrwonko
Maybe we should make a new VIS help thread where people can send me their maps and I can show them how to do proper VIS...
That sounds like an excellent idea...I'll send you nightfall ;D
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I still don't think you guys get what I mean - the benefits of being able to MANUALLY set what can be seen and where would be totally invaluable. Hints and portals never give you the kind of specific control that man vis would. Perhaps we're getting confused over terminology but thats the esseence of what appeals about manvis.
As for that CPU comment in post - yeah that saves only up to 5% and is already auto calculated. Thats not where the majority of the fps saving comes from, it comes from effectively blocking or causing areas not to be drawn which would otherwise have been using the q3map2 vis tracing. Is that a better way of putting it.
And @@MoonDog...Um... not so much? Thats still creating portals automatically or with hint, which usually only works well in corridors or interior areas. Although Id take that scissoring and stuff over the current system.
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Then it would definitely be of use to that arbitrary 85% you just referenced, surely? It would benefit everyone who had improved performance in their maps and for those who played said maps.
Severe circumstances? I cant think of a single map where manvis wouldnt have improved framerates and visibility...
Get me a mapper in here to help me out
It would in fact be ESPECIALLY useful for those who cant get their head around how to optimise their vis properly for automatic portalling because you can pick and choose where you want things to happen yourself instead of modifying rooms,brushes and designs to get a less effective end result.
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Not the WHOLE vis process obviously, that becomes entirely superfluous when you use MANVIS.
Think about it - you have a massive outdoor sprawl, or perhaps just a normal sized one? Perhaps a few mountains in the middle or some trees. Or anything. What do you do to block sight through it? Normal vis wont do it, even with ideal structural brush work. Antiportal we all know doesn't work as we'd want it too.
Or perhaps just a complicated indoor layout that you cant get to render as you want it too, holes in the floor perhaps, odd shapes, certainly to block portals and mirrors e.t.c.
Here, maybe this tutorial on how it works in moh would be helpful in explaining it.
http://homepage.eircom.net/~abyrne/sdk/tutorials/manvis_tutorial.html
Honestly, if I could set vis manually (or at least certain parts) you'd be able to design much more natural looking maps without worrying about the engine drawing everything at once or constraining the design so the vis will work. Imagine a new..say modern warfare 3 map in q3, just trying to get the visibility drawings right would be a pain, given how open some of them are.
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Any chance of being able to implement a map-end MAN VIS system like medal of honor? Dont know which bit of code, q3map , renderer or all of them would need looking into with that though...
Basically it allows you to manually set and link vis portals using brushes with a system/vis type shader. You can then manually control which portals can be seen from which areas (instead of it being automated based on geometry, leaf nodes e.t.c). This would be SO helpful, particularly for large open maps but also in pretty much any map.
Delta_135 likes this
Moonbase Labs
in WIPs, Teasers & Releases
Posted
Still cant get effects to work, might call it a day...
In other news, new tramway in progress.