Discussion:
Q2Max effects
kokox
2005-03-11 09:34:40 UTC
Permalink
Hi.

Loading Image...

Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.

Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?

Thanks
tei
2005-03-11 14:27:58 UTC
Permalink
Yet another problem with stains its ... not scientific approach for
statistic.

For a real natural statistic, you have a gaussian gauge:

Something like this:
11124898321111

Y(num of dirty)-->
X(size)-->

With the current distribution of stains, you have something like this

00099999000000

Nearly all stains the same size, not tiny and not giant stains.

What this need its to add perlin noise (???), so the size random its more
randomize :D

You got something interesting for mathematicians :D
Post by kokox
Hi.
http://img189.exs.cx/img189/310/quake027rr.jpg
Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.
Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?
Thanks
kokox
2005-03-11 15:24:27 UTC
Permalink
Post by tei
Yet another problem with stains its ... not scientific approach for
statistic.
11124898321111
Y(num of dirty)-->
X(size)-->
With the current distribution of stains, you have something like this
00099999000000
Nearly all stains the same size, not tiny and not giant stains.
What this need its to add perlin noise (???), so the size random its more
randomize :D
You got something interesting for mathematicians :D
Oops, i don't understand anything about you said, i'm not a coder, only
an q2 user, but thanks, now, what is the pic drawing when the shots and
blood impact in walls and floor, maybe changing the pic will fix this
ugly effect.

Thanks again
Post by tei
Post by kokox
Hi.
http://img189.exs.cx/img189/310/quake027rr.jpg
Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.
Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?
Thanks
kokox
2005-03-12 11:32:33 UTC
Permalink
I was doing some changes in pics with no success, What to do then?
Post by kokox
Post by tei
Yet another problem with stains its ... not scientific approach for
statistic.
11124898321111
Y(num of dirty)-->
X(size)-->
With the current distribution of stains, you have something like this
00099999000000
Nearly all stains the same size, not tiny and not giant stains.
What this need its to add perlin noise (???), so the size random its more
randomize :D
You got something interesting for mathematicians :D
Oops, i don't understand anything about you said, i'm not a coder, only
an q2 user, but thanks, now, what is the pic drawing when the shots and
blood impact in walls and floor, maybe changing the pic will fix this
ugly effect.
Thanks again
Post by tei
Post by kokox
Hi.
http://img189.exs.cx/img189/310/quake027rr.jpg
Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.
Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?
Thanks
--
kokox <kokolokox2000 at yahoo.es>
tei
2005-03-16 20:13:09 UTC
Permalink
Grrr.....

The coders of these engine sould add a way to clear the stains, because
the game become unplayable after a while.

A option its to add a console cvar to clear all the stains. But that its
crappy.
Yet another option its to add a function clearer that add light to the
stain, clearing it.

And yet another option its to add stains effects that add light instead
of dark. Maybe energetic weapons stains. Some weapons stains will add
dark, but others will clear.

Unfortunally I can't contact the author of the engine (q2cullus?), and I
dont know If its still on developmen.

With open source proyects its often a good idea to upload a screenshot of
the problem, and post the link on the proyect mail list. The developpers
will add the problem to the TODO list, with lucky will be fix for the
next version.

Ooops!!

I have already notice you already post a screenshot:
http://img189.exs.cx/img189/310/quake027rr.jpg

Humm... looks like a big problem. After a while the map will become
totally black, no?. geezzz..
Post by kokox
I was doing some changes in pics with no success, What to do then?
Post by kokox
Post by tei
Yet another problem with stains its ... not scientific approach for
statistic.
11124898321111
Y(num of dirty)-->
X(size)-->
With the current distribution of stains, you have something like this
00099999000000
Nearly all stains the same size, not tiny and not giant stains.
What this need its to add perlin noise (???), so the size random its more
randomize :D
You got something interesting for mathematicians :D
Oops, i don't understand anything about you said, i'm not a coder, only
an q2 user, but thanks, now, what is the pic drawing when the shots and
blood impact in walls and floor, maybe changing the pic will fix this
ugly effect.
Thanks again
Post by tei
Post by kokox
Hi.
http://img189.exs.cx/img189/310/quake027rr.jpg
Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.
Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?
Thanks
Brendan Burns
2005-03-17 19:29:46 UTC
Permalink
The game engine is still under (somewhat slow) active development.
Feel free to contribute a patch that adds a console variable to clear
stains and I'll see that it gets incorporated...

--brendan
Post by tei
Grrr.....
The coders of these engine sould add a way to clear the stains,
because the game become unplayable after a while.
A option its to add a console cvar to clear all the stains. But that
its crappy.
Yet another option its to add a function clearer that add light to the
stain, clearing it.
And yet another option its to add stains effects that add light
instead of dark. Maybe energetic weapons stains. Some weapons stains
will add dark, but others will clear.
Unfortunally I can't contact the author of the engine (q2cullus?), and
I dont know If its still on developmen.
With open source proyects its often a good idea to upload a screenshot
of the problem, and post the link on the proyect mail list. The
developpers will add the problem to the TODO list, with lucky will be
fix for the next version.
Ooops!!
http://img189.exs.cx/img189/310/quake027rr.jpg
Humm... looks like a big problem. After a while the map will become
totally black, no?. geezzz..
Post by kokox
I was doing some changes in pics with no success, What to do then?
Post by kokox
Post by tei
Yet another problem with stains its ... not scientific approach for
statistic.
11124898321111
Y(num of dirty)-->
X(size)-->
With the current distribution of stains, you have something like this
00099999000000
Nearly all stains the same size, not tiny and not giant stains.
What this need its to add perlin noise (???), so the size random
its more randomize :D
You got something interesting for mathematicians :D
Oops, i don't understand anything about you said, i'm not a coder, only
an q2 user, but thanks, now, what is the pic drawing when the shots and
blood impact in walls and floor, maybe changing the pic will fix this
ugly effect.
Thanks again
Post by tei
Post by kokox
Hi.
http://img189.exs.cx/img189/310/quake027rr.jpg
Five minutes later this is the aspect in q2dm1, how to do reduce the
blood and shots effects? the explosions are very big and the shadows are
not dissapearing. One hour later is all black.
Another question, in rogue mission, if the tesla item is used the game
will crash with signal 11, how to fix this?
Thanks
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Karen Pouelle
2005-03-17 20:21:22 UTC
Permalink
Post by Brendan Burns
The game engine is still under (somewhat slow) active development.
Feel free to contribute a patch that adds a console variable to clear
stains and I'll see that it gets incorporated...
Looking at "cmdlist" (from Quake 2 console), try vid_restart.
kokox
2005-03-18 07:34:32 UTC
Permalink
Stains fixed with 'r_stainmap' set to 0


Tei said me the same some days ago but i didn't see any cmd or cvar
related with stains :P


Now, what about the bug with 'Tesla' item in rogue? this is an issue for
q2max only, binaries with no q2max support can to use the tesla item
with no problems.

Thanks.
Post by Karen Pouelle
Looking at "cmdlist" (from Quake 2 console), try vid_restart.
From the Quake2maX.txt distributed with version 0.24 (around the time Icculus
decided to port...) "r_stainmap 1" will render stainmap. The docs seem to
imply that the default is on. Turning off dynamic lighting will also prevent
stainmaps from being rendered. Assuming the r_stainmap cvar was
incorportated in the initial port, nothing more needs to be incorporated,
except perhaps more documentation.
______________________________________________________________________
Post your free ad now! http://personals.yahoo.ca
Brendan Burns
2005-03-18 19:04:34 UTC
Permalink
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...

--brendan
Post by kokox
Stains fixed with 'r_stainmap' set to 0
Tei said me the same some days ago but i didn't see any cmd or cvar
related with stains :P
Now, what about the bug with 'Tesla' item in rogue? this is an issue for
q2max only, binaries with no q2max support can to use the tesla item
with no problems.
Thanks.
Post by Karen Pouelle
Looking at "cmdlist" (from Quake 2 console), try vid_restart.
From the Quake2maX.txt distributed with version 0.24 (around the time Icculus
decided to port...) "r_stainmap 1" will render stainmap. The docs seem to
imply that the default is on. Turning off dynamic lighting will also prevent
stainmaps from being rendered. Assuming the r_stainmap cvar was
incorportated in the initial port, nothing more needs to be
incorporated,
except perhaps more documentation.
______________________________________________________________________
Post your free ad now! http://personals.yahoo.ca
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kokox
2005-03-19 16:49:47 UTC
Permalink
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.

At the first map (not prologue) you can use the tesla item.

Thanks.
Brendan Burns
2005-03-19 18:06:50 UTC
Permalink
which page? thanks
--brendan
Post by kokox
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.
At the first map (not prologue) you can use the tesla item.
Thanks.
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qudos qudos
2005-03-19 18:19:20 UTC
Permalink
Oops sorry :)

http://www.milous.net/quake2/index.html

Now


On Sat, 19 Mar 2005 13:06:50 -0500, Brendan Burns
Post by Brendan Burns
which page? thanks
--brendan
Post by kokox
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.
At the first map (not prologue) you can use the tesla item.
Thanks.
qudos qudos
2005-03-19 18:49:11 UTC
Permalink
:/ I forgot to say that the game will crash if the binary running has
quake 2 max support.
Post by qudos qudos
Oops sorry :)
http://www.milous.net/quake2/index.html
Now
On Sat, 19 Mar 2005 13:06:50 -0500, Brendan Burns
Post by Brendan Burns
which page? thanks
--brendan
Post by kokox
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.
At the first map (not prologue) you can use the tesla item.
Thanks.
qudos qudos
2005-04-13 19:49:29 UTC
Permalink
Hi,

Brendan, did you see something about this?

The Tesla crash.

Cheers
Post by qudos qudos
:/ I forgot to say that the game will crash if the binary running has
quake 2 max support.
Post by qudos qudos
Oops sorry :)
http://www.milous.net/quake2/index.html
Now
On Sat, 19 Mar 2005 13:06:50 -0500, Brendan Burns
Post by Brendan Burns
which page? thanks
--brendan
Post by kokox
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.
At the first map (not prologue) you can use the tesla item.
Thanks.
Michael Christy
2005-04-16 17:34:59 UTC
Permalink
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.


Eric
Post by qudos qudos
Hi,
Brendan, did you see something about this?
The Tesla crash.
Cheers
Post by qudos qudos
:/ I forgot to say that the game will crash if the binary running has
quake 2 max support.
Post by qudos qudos
Oops sorry :)
http://www.milous.net/quake2/index.html
Now
On Sat, 19 Mar 2005 13:06:50 -0500, Brendan Burns
Post by Brendan Burns
which page? thanks
--brendan
Post by kokox
Post by Brendan Burns
I'm afraid I don't have a copy of the rogue mission pack, so its hard
for me to test this...
--brendan
You can download the mission pack called XXX from this page, it has the
code from ground zero, so you can paste the rogue game binary.
At the first map (not prologue) you can use the tesla item.
Thanks.
coyote
2005-04-17 19:18:47 UTC
Permalink
Post by Michael Christy
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).

However, when the pistol is fired, strange things happen: On machines with
XVR-1000 graphics, the game freezes for a few seconds and on machines with
XVR-600 graphics the freeze is shorter (although noticeable).

Vincent
Michel Dänzer
2005-04-18 02:57:42 UTC
Permalink
Post by coyote
Post by Michael Christy
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).
No, Alphas are little endian, just like x86. The major difference is
that they're 64 bit.

PPC is big endian like SPARC, and Q2MAX is working perfectly here
AFAICT.
Post by coyote
However, when the pistol is fired, strange things happen: On machines with
XVR-1000 graphics, the game freezes for a few seconds and on machines with
XVR-600 graphics the freeze is shorter (although noticeable).
If gl_ext_multitexture is enabled in the Q2 configuration, the OpenGL
implementation might handle the lightmaps inefficiently (a common
issue).
--
Earthling Michel D?nzer | Debian (powerpc), X and DRI developer
Libre software enthusiast | http://svcs.affero.net/rm.php?r=daenzer
Michael Christy
2005-04-18 14:29:51 UTC
Permalink
Post by Michel Dänzer
Post by coyote
Post by Michael Christy
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).
No, Alphas are little endian, just like x86. The major difference is
that they're 64 bit.
PPC is big endian like SPARC, and Q2MAX is working perfectly here
AFAICT.
Post by coyote
However, when the pistol is fired, strange things happen: On machines with
XVR-1000 graphics, the game freezes for a few seconds and on machines with
XVR-600 graphics the freeze is shorter (although noticeable).
If gl_ext_multitexture is enabled in the Q2 configuration, the OpenGL
implementation might handle the lightmaps inefficiently (a common
issue).
Yes, setting gl_ext_multitexture to 1 causes BIG slowdowns on my alpha.
I bet doing a 'set gl_ext_multitexture 1' and then a 'vid_restart' will
help eliminate the slowdowns on SPARC.


Eric
tei
2005-04-18 14:56:00 UTC
Permalink
Post by coyote
Post by Michael Christy
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).
However, when the pistol is fired, strange things happen: On machines
with XVR-1000 graphics, the game freezes for a few seconds and on
machines with XVR-600 graphics the freeze is shorter (although noticeable).
Maybe the opengl driver or the loaders path need to do a malloc or
something slow itself.
qudos qudos
2005-05-17 10:44:50 UTC
Permalink
I've found the problem with tesla item in q2max

To temporaly fix it search for 'case TE_LIGHTNING:' (line ~1186)
inside the file client/cl_tent.c
in the function 'void CL_ParseTEnt (void)'

Changing from:
.....
case TE_LIGHTNING:
#ifdef QMAX
ent = CL_ParseLightning (10);
#else
ent = CL_ParseLightning (cl_mod_lightning);
#endif
......

to:
......
case TE_LIGHTNING:
/*
#ifdef QMAX
ent = CL_ParseLightning (10); //FIXME 'Tesla' item crashes
#else
*/
ent = CL_ParseLightning (cl_mod_lightning);
//#endif
......

then will run with the quake2 native effect, so dev team, take a look
for the next releases.
Post by tei
Post by coyote
Post by Michael Christy
I would also like to note that the Q2MAX renderer is seriously broken on
the Alpha architecture. The games starts normally with Q2MAX but then
always crashes when the pistol is fired. I have found that crashes like
this on Alpha are sometimes indicative of a more insideous bug that is
generally hidden on x86.
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).
However, when the pistol is fired, strange things happen: On machines
with XVR-1000 graphics, the game freezes for a few seconds and on
machines with XVR-600 graphics the freeze is shorter (although noticeable).
Maybe the opengl driver or the loaders path need to do a malloc or
something slow itself.
coyote
2005-04-18 07:00:16 UTC
Permalink
Post by Michel Dänzer
Post by coyote
Just for the record, the QMAX work fine (albeit slowly) on Solaris/Sparc
(Same endianness as the axp).
No, Alphas are little endian, just like x86. The major difference is
that they're 64 bit.
Amazing, always thought they were big endian.. Thanks for correcting me.
Post by Michel Dänzer
PPC is big endian like SPARC, and Q2MAX is working perfectly here
AFAICT.
If gl_ext_multitexture is enabled in the Q2 configuration, the OpenGL
implementation might handle the lightmaps inefficiently (a common
issue).
Have you got more details on this? That could explain a lot since the big
difference between the two XVR cards was the OpenGL extensions they support..
Thanks for your e-mail, I've learned something.. :)
--
,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,
Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~
Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,.
Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'
http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name

They cannot scare me with their empty spaces
Between stars - on stars where no human race is
I have it in me so much nearer home
To scare myself with my own desert places. - Robert Frost
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