Open Panjoo opened 2 years ago
Degenerate windings are triangles that are super thin that they get collapsed into an invalid triangle (one that has two identical points), so the entire face is just removed. It shouldn't be a problem in most cases, but there are known cases where this results in a missing triangle (edge outside has a couple). The second warning is because portals are generated from brush sides, but because of floating point inaccuracies it's possible for a portal winding to end up not being able to find the brush side it came from. It's not fatal but does indicate something that we should look into.
cg_add_entity_shadows 2 and 3 were experimental to try to make them look nicer on angles & allow shadows to be dropped down edges (for instance you'd see an overhang of a shadow if somebody was standing above you over a lip), but it's too buggy and I'll probably just remove it. It'd be better for us to spend our time later on doing proper shadow mapping.
We have a doppler effect applied to the listener, so when you move around sounds you'll hear the pitch shift. It might be a tad too strong. You can adjust the intensity with s_doppler (the default is 1.0 but it can be any value). It's a global listener effect so it can't be disabled per sound. It's possible our doppler is just too strong, but keep in mind you move pretty fast in the game so maybe it's just working as intended.. we can increase the speed of sound if need be.
This image here is puff_cloud on impact: seems fine to me, are you referring to a different effect? No, this image probably doesn't need to be 512x512 given the in-game sprite size.
"...but there are known cases where this results in a missing triangle (edge outside has a couple)" I've noticed this, it happens fast when you're manipulating the vertexes. But I managed to fix most of the offending brushes by remaking them.
As to the doppler effect, if you load the testmap and bounce on the jumppad next to the misc_sound (I added a visible cube there), you'll notice that it's as if the pitchchange can't keep up with your speed. It just sounds strange right now.
_"...puffcloud seems fine to me, are you referring to a different effect?"
Yes, I'm referring to the player breath fx, visible in cg_third_person
- I think this is using the same image?
See pic: puffydaddy
Oh, breath cloud is a different image. We probably forgot to scale it when we changed over to the new size system (sizes used to be relative, like a size of 1.0 meant that the image was rendered at full res; now it's absolute, but we must have missed moving this one over to the new size)
re soundtest, it sounds correct to me, but maybe you're right in that the doppler effect is too strong by default. I just left on the default values for speed of sound (343), which is defined in meters per second. I'll play around with speed of sound.
Pushed a change to speed of sound to match our unit system, and breath cloud.
Regarding the rocket launcher: I think I can fix this. We have a check that ensures that the start point of a projectile is never inside of a wall, but we don't have a way for players to fire "around" objects that are immediately blocking the start position.
https://streamable.com/7xme2o Made some adjustments to aiming which should make it easier to aim down shafts that are blocked by the weapon position.
https://streamable.com/7xme2o Made some adjustments to aiming which should make it easier to aim down shafts that are blocked by the weapon position.
This makes me happy - much better from the looks of it.
Pushed a change to speed of sound to match our unit system, and breath cloud.
Can I re-download the snapshot from here to check the sound speed change?
Yeah; you can keep this bookmarked ( https://ci.appveyor.com/project/Paril/quetoo ), if it shows green and says "develop" then the snapshot .zip should be updated for you to grab.
The footsteps thing is confusing.
Let me guess: you were editing the materials file and typing r_restart
or even map $map
and it was still complaining about a footstep you weren't even using anymore?
This is because the footsteps come from the collision material, not the renderer material. There are two copies of this data loaded within the game. The server uses the former, the client uses the latter. When you edit the footsteps and r_restart
, the client sees the change, but the server does not. And even if you map $map
, we don't reload the map if it is already loaded (maybe we should).
I can fix this by loading the renderer material by name, using the collision material that was returned. But, @Panjoo please confirm that if you load some other map and then reload the one with the footsteps (or simply quit and relaunch the game) you do indeed get the correct footsteps.
I tested this just now on Edge and assigned metal2 and wood3 to two floor textures and they worked just fine as long as I completely relaunched the game.
Alternatively, a method to reload all cm materials for editing purposes which syncs with both server & client. Not as easy as a "force map reload" option, but..
I'm actually thinking it would make sense to treat footstep samples as proper material assets (since they are). Then the client doesn't have to do anything bodgey, and we'll include custom footsteps in quemap -zip
too.
Not a bad idea. Makes sense.
jdolan: please confirm that if you load some other map and then reload the one with the footsteps (or simply quit and relaunch the game) you do indeed get the correct footsteps.
This is very odd. Now the steps sounds work again. (I did download a newer snapshot though, so... dunno) When the footsteps wouldn't change and showed up as invalid I tried everything, and first thing I did was relaunch the game. Tried it for different textures to no avail and even checked the folder for the wav files. No idea what went wrong.
jdolanI'm actually thinking it would make sense to treat footstep samples as proper material assets (since they are). Then the client doesn't have to do anything bodgey, and we'll include custom footsteps in quemap -zip too.
Yes, but as long as the mapper always has the option to change and override the chosen footsteps for any material asset.
Paril: Pushed a change to speed of sound to match our unit system, and breath cloud.
I installed the snapshot and tested the same soundtest map. I wouldn't change too much now, it sounds just about right here :)
The game will no longer crash on NULL sound samples.
I also refactored the footsteps code quite a bit, and it's much easier to play with now in-game. You can simply edit the footsteps
name in the materials file and r_restart
. I also fixed a bug where custom footsteps did not work on upward moving entities.
Nice going, doing it via r_restart
is better than having to constantly exit and relaunch the game for little edits. There's also less change to make mistakes too while testing and switching between 10 open windows.
Can't we just make alpha test threshold a material parameter? Makes sense that people might need/want different thresholds there. I mean ideally if you know the material is going to be alphatest the texture would just have 0 or 255 alpha values, but..
Pan and I talked about that over email. We certainly could make it a material param, but we were going to first try setting the global to 0.5 and adjusting textures accordingly. If that’s proving to be a pain then we can def just add the material param.
Hmm I'd love a material parm for this and have the option to just manually adjust the stuff. It's good to have good default values but adjusting and fiddling until things look good is what mappers like to do. It's usually just for one or two textures. But my plants and other alpha_test textures look cool @ 0.5 so whatever you decide is fine right now.
Hey dude! Your new issue with the messed up textures is because of the footsteps fixes I made. Thorn ran into the same problem and he and Paril nailed this down. All you need to do is pull the game data from develop
. You'll notice that when you do, the footsteps files have changed (step_1.wav is now step_default_1.wav, etc). Because the game isn't finding these files, it is failing to resolve all materials. Sorry!
Also, alpha_test
is now a material parameter. It behaves similarly to light
: if you specify it on a material, that material will automatically add SURF_ALPHA_TEST
to any faces that reference it.
So your materials might look like:
{
material pits/chainlink
alpha_test .3
roughness 1
hardness 2
specularity 2
}
Or
{
material edge/tallgrass
roughness 1
hardness .5
specularity .5
surface alpha_test
alpha_test .4
}
Or, to use the default alpha test value of 0.5, just add the surface param and do not specify alpha_test
:
{
material edge/tallgrass
roughness 1
hardness .5
specularity .5
surface alpha_test
}
Nice, nice! It's getting more fun with these little extra's. I'm up to date again with latest snapshot and develop game data.
Btw, netradiant needs a quetoo.game file instead of a default_project.proj. I already edited it though.
What's cont Atmospheric
do again, is that for fog/dust/etc brushes so that they don't eat decals? And surf Liquid
is just warp I guess. I think I got it.
That's the idea with CONTENTS_ATMOSPHERIC
, yes. And the flag will automatically be applied by quemap
to any brush side that has common/fog
or common/dust
on it. So you don't even really need to mess with it in NetRadiant, unless you're using the contents filters to show / hide them. Side note, I added a lot of handy features like that in GtkRadiant 1.6, as well as smooth camera movement, if you want to take a look. I've also been working on Trenchbroom support, which is quite usable already. But I digress...
I'm currently working out a bug with CONTENTS_ATMOSPHERIC. You may have noticed a brush error on Edge near the glass windows / crates. Don't worry. It'll be fixed soon.
Just out curiosity, @Panjoo did you move Edge's origin point recently? I noticed our bot navigation files are offset now.
@Paril What is 'recently'? The last version of Edge that I uploaded myself dates July 8 2020. But yes I did. If I recall correctly I think I moved the entire level to a different spot because of the blocks that slice up the map in 1024x1024 pieces, which produced some unfortunate cuts and polys.
Hmm. I'll look into it. JD says we don't have block slicing any more (it's an old thing that Q2/Q3 did in the past but we don't need it any more) so it shouldn't be an issue; similarly we use high precision positions, so there's no more of that weird limitation where you move differently if you're on the positive planes of the map.
Anyways, was just wondering why all of the navigation nodes were all pushed around. I remember fixing this once but was surprised to find the issue back again. I've repositioned the nodes now anyways. Moving the entire map shouldn't be necessary going forward, but, if it is for whatever reason let me know so I can think of a solution that won't completely bork our nav nodes.
I see, but at the time when I made that map adjustment the VIS was not ditched yet, at least not to my knowledge. Is it complicated to make a new bot nav file? I thought it was just running around the map while in some sort of 'record-mode' and doing some jumps so the bots will do the same.
It's not difficult but the in-game editor needs polish. I only really developed it to work for my needs. It can also take a while to get everything perfect, and the bots have some navigational quirks that I'm still ironing out.
@Panjoo Caustics can now be specified in worldspawn, as requested. Default is 1.0.
I'll look into these other lighting issues now.
Alpha test issue is also fixed. Thanks for the test map!
I'll continue to look into the lighting issues. Something odd is up. It's difficult to tell with the textures, as well, but here are the problem areas you called out with just the lightmap rendered:
The lava lighting here does seem uneven. I'm not sure it's totally wrong or unnatural, but I agree it doesn't seem quite right.
Below you can see the hot-spot on the ceiling from the little light on the func_train. It shouldn't be casting any light above, since it's a downward facing light, so something is indeed off here.
And lastly, the wall you can't seem to get red light on. You can see it is actually getting some, but the corner across the hall from it has a lot more.
My hunch is that the indirect light is set too high, and so you're getting unnatural bounces where incoming light is actually amplified instead of absorbed and diffused. That would explain the lava issues.. not the func_train one. But I'll run a couple experiments and report back.
Good job so far on the caustics and _alphatest. The more things I can finetune the better it's going to look.
As for the lava, I can always add a couple extra lights in places where I want that extra red glow, so even if there is something wrong here, it's not something that I can't cover up and make look good. A bigger problem to me is the surfacelight leakage thing. I keep finding areas where surfacelight is reaching places it should never reach:
I was going to look into the light issues last night but decided to play a video game for the first time in months instead, heh. Can you try something, tho? Can you bake the map without indirect (—no-indirect I think). I’m suspicious that most of these issues are related to the indirect pass but have not confirmed yet.
OK, compiled the map without --indirect. (ambient .37 .31 .25 / brightness 2 /no other worldspawn keys) Many parts become too red, while other parts still lack light.
As I mentioned earlier, something is wrong here. It took over 61 minutes (3667279 ms) which is a horrible compile time for this map. And I even blocked out a portion of the map by placing a big cube over it, so 61 minutes for 2/3 of fragpipe. Takes me back to Q2 compile times in 1999 on my Pentium 233. lol :P
Potentially related to the fast trace changes?
Lighting maps/fragpipe.bsp
Loaded 39 materials from maps/fragpipe.mat
Building patches [100%] 22 ms
Direct lightmaps [100%] 16271 ms
Direct lightgrid [100%] 552 ms
Indirect lightmaps [100%] 31620 ms
Indirect lightgrid [100%] 1311 ms
Caustics lightmap [100%] 1666 ms
Caustics lightgrid [100%] 218 ms
Fog volumes [100%] 221 ms
Finalizing lightmaps [100%] 181 ms
Finalizing lightgrid [100%] 97 ms
Lit maps/fragpipe.bsp in 52811 ms
quemap finished in 54485ms
🤔
Did Pan get a debug build by accident?
Anyway, yea, something is clearly fucked up with the lighting and I'll look into it this weekend at the latest.
Btw, Pan, is this a modified fragpipe.map
or do I have this version?
Here are my results with the fragpipe.{map|mat}
that's in Git (in map-fragpipe.pk3
) right now, using quemap -bsp -light --no-indirect maps/fragpipe.map
. It compiled in 17 seconds, and I'm not seeing that crazy red light.
In fact, for direct lighting only, I think the results look very good. It does make me think that a smaller default patch_size
is worth considering, as you can pretty clearly see where the patch lights are "centered" near the lava and slime.
I think you may have accidentally added some monster of a light somewhere? Or several? That could blow up your compile times, and would explain the shitty red light that's nearly global, but clearly affected by direction somehow.
There is something wrong with the little light on the func_train
. I'll look at that more closely soon. We may need to ditch it, but hopefully not. And I also agree that something is not right with indirect lighting. That will take some testing and tweaking, which I can also get into this weekend.
quemap -bsp -light --no-indirect maps/fragpipe.map
I'm not familiar with the --no-indirect option, is that something new that I don't know? Doing a quemap --help gives me this, and that option is not listed;
-light LIGHT stage options:
--antialias - calculate extra lighting samples and average them
--indirect - calculate indirect lighting
--bounce <integer> - indirect lighting bounces (default 1)
--radiosity <float> - radiosity level (default 0.125)
--brightness <float> - brightness (default 1.0)
--contrast <float> - contrast (default 1.0)
--saturation <float> - saturation (default 1.0)
--luxel-size <float> - luxel size (default 4)
--patch-size <float> - patch size (default 16)
So I did a quemap -bsp -light (which I guess must be that --antialias or something that I'm never gonna use because it takes too long). But the --indirect compile takes like 40 seconds
Btw, Pan, is this a modified fragpipe.map or do I have this version?
You should have it, I'm certain I pushed all them latest (2020) versions to master. But I haven't seen the newer fragpipe ingame since, same with Tokays and Pits. You probably took them out because you were in the middle of big changes at that time, iirc. I remember emailing you screenshots to compare all the maps and changes and whatnot, But anyway, I'm on a roll here now and will make sure we have all the right versions and redo the lighting. Well, as soon as it works.
Afaik, indirect is implied now. He reversed the option so that --no-indirect turns it off, but it's on by default.
So, if I compile with: quemap -bsp -light --indirect
it takes 40 seconds, but if I compile with quemap -bsp -light
(which you say is the same thing: --indirect by default) it takes an hour?
Ya. indirect isn't an option;
This is with the repo versions (like in the develop builds). It might be different on the older builds. Make sure you're using the quemap from the develop.
Thnx, I'll check it out later.
That being said, JD has been talking about fixing the indirect bug you've been seeing. He's been excited about it; it should be faster and also more precise for you. Coming soon:tm:!
Making some progress.. quetoo000 quetoo001 quetoo002 quetoo003
_size
actually works now.patch_size
from 64
to 32
which produces much better looking results on large surface lights like lava and slime.Still some work remains to dial indirect lighting in, but I think this is headed in a very good direction.
I do wonder if we can just have a mode that does a light per luxel rather than patches. It'd be like the "super bake" since it may take a while, but, it might give the most precise output
I mean.. quemap -light --patch-size 4 maps/fragpipe.map
I can't compile this stupid map without having to wait for way too long and I'm starting to get frustrated again. I'm already using this snapshot https://ci.appveyor.com/project/Paril/quetoo The compiler seems amost stuck at the second "Indirect lightmaps" stage. First one also take like 4 minutes. You keep showing screenshots of the old version, can you try it with the files I attached?
Here's your version of the map in my current WIP branch that addresses light bleed:
quemap -bsp -light --radiosity .5 maps/fragpipe-new.map
...
Lighting maps/fragpipe-new.bsp
Loaded 40 materials from maps/fragpipe-new.mat
WARNING: LoadMaterial: Failed to resolve fragpipe/ggrat4_2add
Building patches [100%] 59 ms
WARNING: LightForEntity_light_spot: Entity 128, Brush 0: light_spot at (1536.00 560.00 248.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 129, Brush 0: light_spot at (288.00 1352.00 352.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 130, Brush 0: light_spot at (1856.00 1416.00 164.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 131, Brush 0: light_spot at (1216.00 1416.00 164.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 132, Brush 0: light_spot at (512.00 1352.00 352.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 133, Brush 0: light_spot at (400.00 1352.00 352.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 152, Brush 0: light_spot at (1536.00 752.00 248.00) missing target and _angle
WARNING: LightForEntity_light_spot: Entity 162, Brush 0: light_spot at (1536.00 1112.00 332.00) missing target and _angle
Direct lightmaps [100%] 12907 ms
Direct lightgrid [100%] 513 ms
Indirect lightmaps [100%] 8444 ms
Indirect lightgrid [100%] 374 ms
Caustics lightmap [100%] 982 ms
Caustics lightgrid [100%] 145 ms
Fog volumes [100%] 141 ms
Finalizing lightmaps [100%] 118 ms
Finalizing lightgrid [100%] 49 ms
Lit maps/fragpipe-new.bsp in 24668 ms
quemap finished in 26556ms
...
The lighting looks a bit flat (too large a sun size, with the fixes I made, and too high an ambient value maybe?), but compiles in 25s and looks reasonable (no artifacts).
We've already identified there are issues with indirect light. I don't know why it performs so badly for you, but just don't bother with it for now :) You can rough-in the lighting with --no-indirect
until I can merge this branch in.
I'm not sure either - I ran it on my end just to make sure that I wasn't missing something:
Direct lightmaps [100%] 4299 ms
Direct lightgrid [100%] 141 ms
Indirect lightmaps [100%] 2749 ms
Indirect lightgrid [100%] 87 ms
Caustics lightmap [100%] 358 ms
Caustics lightgrid [100%] 31 ms
Fog volumes [100%] 27 ms
Finalizing lightmaps [100%] 39 ms
Finalizing lightgrid [100%] 22 ms
Lit maps/fragpipe-new.bsp in 8325 ms
C:\quetoo\bin\quemap.exe finished in 10036ms
I was missing a grate texture but other than that.. indirect has never taken longer than direct for me so I dunno
This lighting is just temp and experimental, and flat, yes. When I picked the colors I had my ingame contrast setting at 1.1 Also, I don't have the light-fixing snapshot yet. So far I found that picking the right ambient is everything. You can have all else in place and totally ruin a map's atmos with the wrong amb values. In other maps I wasn't happy with the atmosphere until I made tiny changes to the ambient and it immediately looked better. It's rather tricky to get it right, dunno what it is. Compiling with just the sunlight (so no ambient) shows almost no light. So the ambient basicly decides the entire feel.
quemap -bsp -light maps/fragpipe-new.map
Building patches [100%] 30 ms
Direct lightmaps [100%] 86570 ms
Direct lightgrid [100%] 2797 ms
Indirect lightmaps [100%] 51987 ms
Indirect lightgrid [100%] 1546 ms
Caustics lightmap [100%] 9822 ms
Caustics lightgrid [100%] 263 ms
Fog volumes [100%] 160 ms
Finalizing lightmaps [100%] 553 ms
Finalizing lightgrid [100%] 21 ms
Lit maps/fragpipe-new.bsp in 155756 ms
quemap finished in 161173ms
And now all of a sudden it compiles as it did before. Still slow on this old PC... but not 61 minutes like yesterday. Go figure. However, I see the same uneven lava light problem in this spot, just looks weird: quetoo070
(Edit: oh yea duh, no surprise it still looks the same... lol)
I will report here the issues that I come across while finalizing the DM maps. The more I actively work in the mapeditor again and test all kinds of things ingame, the more little bugs I find. (If I encounter more things I'll add to it here.)
Buglist:
~~Shadows start to flicker on medium and high setting. See videoclip. https://user-images.githubusercontent.com/10857572/149621498-8a7d45ba-abe5-4a95-b4bf-c32890f8991b.mp4~~
~~Footsteps sounds "are not valid". I was trying to set some footstep sounds for metal surfaces but no matter what I try it only takes 'metal' as valid sound. Even though for instance 'metal2' is in the players/common dir, it will say: "... not valid". Tried with and without the qutotes.~~
I'm not sure but I think there's a problem with themisc_sound
attenuation. I want this sound to be very subtle and local so I've set it to atten 3 (cubic). Now if I move around the location of the misc_sound in spectator-mode, the pitch of the .wav seems to change up and down, depending on the distance. Because this .wav has a constant background tone it's very noticable. Here is a test boxmap with a looping .wav file. (It's all in the zipped pk3, type 'map soundtest') > soundtest.zipAlso, if you set the sound key to a wav that doesnt exist, eg. 'world/silentdummy' - the game crashes (see pic). A warning msg when it;s trying to play the missing sound would be nicer. Or perhaps include a silent.wav for when you dont want a sound? play.sample null.jpgSomething looks wrong with the _puffcloud fx. Ingame it looks tiny, almost not visible and too coloured. (Also is a 512x512 image necessary for this?)If you've set angles on a mapobject (eg. a plant model) and then later touch the mapobject to move it to another spot, the angles get deleted... (Might be Netradiant related though).
It's not possible to aim a rocket down into the lift shaft without hitting the floor. I don't know how it works but I think the origin of where the projectile shoots from needs to be made somewhat higher. cantaimdown.jpg@jdolan > a reminder to change the defaultr_alpha_test_threshold
from 0.8 to 0.5 like we discussed. I've made a new fern.obj plantmodel (mapobject) which needs a lower default valueJust checked https://ci.appveyor.com/project/Paril/quetoo and downloaded the latest develop snapshot from @Paril. But there seems to be a problem. Quetoo crashes after a few seconds and just look at the textures in this screenshot of a fastcompile (no light) of Edge: ohcrap~~r_caustics suggestion On most liquids the caustics look alright, really like the way it shows up above water, but on maps that have open and clear water areas like Tokays and Pits, the default caustics look too present, almost like a leopard skin. Especially against darker textures. I typed r_caustics 0.5 and to my surprise that worked and it looked better on the maps that I mentioned. But on other maps it looks better with the default 1.0 - depending on the brightness of the background textures. @jdolan You mentioned that you are baking "proximity to translucent liquid" into the lightmap and lightgrid data. Now it got me thinking, can this perhaps also be made into a
worldspawn key
just like any other key that has to do with lighting, so that the mapper can setcaustics
to override the default value of 1 for that particular map?~~~~Surface light Found these problems earlier on but I was hoping that it was something in the map, like a wrong surface flag or a misplaced light or whatever. Turns out they are real bugs that I can't fix in the map editor. In fragpipe I can't seem to get a uniform lava lighting going. Some walls get lit by a reddish glow (as expected), while others just seem unaffected by the lava surface light. Tried everything; removed fog, manually set a different light value than what is used in the material, etc. One moment they are lit correctly, then other times they aren't) lavalight1, lavalight2, lavalight3 -Also, there seems to be some light leakage going on. In the 2nd screenshot the lava from the left area was protruding under the floorbrush of the shard hallway, once I pushed the lavabrush back the reddish hue was gone.~~
~~Emitting surface light on bmodels is acting wacky This one is very strange. I couldn't understand where the strong orange lightglow was coming from in the middle atrium as seen here. At first I thought it had to be coming from the lava itself, but then it should never reach the floor of the quad room. The only light source close by was the little yellow lamp texture, on that moving platform. That surface light is only set to 100 in my material so that couldn't be the cause for all that light, but as it turned out, it was. Once I changed that lamp texture for something else, all the extra light was gone.~~
~~misc_model _alphatest no longer works on misc_models -> (miscmodel.pk3 testmap) misc_model-alpha~~
~~Clip holes & compiler warnings There seems to be something going on with content_clip brushes. Look at these images, it's from that little rock in the outside area in Edge but it was also happening with the terrain near the tunnel exit where I had added clipbrushes. (Although it may not be visible in the current Git version of Edge).
With the warnings still there, I've already gotten rid of the holes in the rocks and terrain by adjusting the clips so that they don't intersect with the other solid brushes so much.Admitted, it's pretty intricate brushwork there, but either way I don't think clipbrushes should create visible holes or even split brushfaces. (Not sure about the latter though). ... clip-editor clip-wireframe-overlay clip-removed~~~~Flares draw order This isn't a new bug but in some maps it's become a problem since it's clearly a visibility bug. - In the map Pits I want the water opaque again, just like the original map, but as you can see here the flares are visible from under the water and also shine through entity models. flares-prob~~
~~Armor respawns In Quetoo armor respawns currently after 40 seconds. In Q3 it respawns after 25 seconds and in Q2 after 20 seconds, which to me always felt a bit too fast. So 25-30 seconds would probably suit best. I don't know if anyone would mind to change this back, but game elements like this should probably be kept more or less the same as other Quakes.~~
~~Rocketjump height With the current rocketjump velocity it's too easy to overshoot your target spots. I can't reach heights over 384 units but anything around 256 is way too easy to each. Perhaps a middle ground like 288-320 units would be better and less noobish?~~
~~Crushers _funcplat: these will now crush you to death if you get stuck under them and there's no key that I can set to stop them from doing it. _functrain: if you get crushed by the two moving pilar-platforms in Fragpipe's slimepit, you'll see nice fireworks.~~
Slime dmg is still not set to damage per second so it kills the player way too fast. The mapper should have the option to set this.~~Player’s boundingbox should be able to fit in 64 unit height spaces or at least 68 units, without having to duck. As of now he doesn’t even fit in 68 units. (In cg_third_person you can see the playermodel will easily fit when standing upright). Examples: Fragpipe - the area with the Megahealth. I’ve already raised the ceiling as much as possible but this guy still has to duck here to get under: tootalldude Pits - the staircase with jacket armor underneath has a opening of 68 units high but you have to duck to get under. Hallways - the cornerstairs that has the combat armor underneath. Lavatomb - the two secret doors (64 units) next to the sinking pillars. From the outside you can walk right in without having to duck, but from the inside you have to duck first.~~
fps ? The game runs okay on my 12 yr old pc (that I mainly use for editing), but there's something that I noticed while checking the fps. I've set vertical sync off and the framelimiter to 250 since I usually don't get much more than that, and on average in most maps it's around 115-190 (with just me walking around). Setting the framelimiter to 0 seems to lock it @ 59 fps, which is not what I expected, I expected it to allow the fps to reach its true max. On the smallest test maps the fps is not even breaking 200, and I'm talking about a "map" that consists of 10 brushes and 3 simple alpha_test plants. That doesn't seem right. ... As you can see here, if I'm in spec mode and fly outside the map the fps is at its max, but I've never seen it go over 250, regardless of fps settings. As soon as I fly inside the playable map area the fps drops to 168. I would have thought that this game would easily run a box map at a much higher fps, even on this pc. I wonder what is going on here, why would running a box map give me almost the same fps as running a real map that has 1800 brushes and dozens of entity models? ... See screenshots below. When I'm tuning specific areas I usually like to just block out the rest of a map to speed up the compile. So this is only a small portion of the map dm4-hallways. In spectator mode, the soon as fly inside the map you can see the fps drop, from 250 to 110. But as it's not even a quarter of dm4 (~500 brushes) I expected better results. ... Outside the map: ~250fps / Inside the map: ~110-140 dm4portion1 / dm4inside
Water fx = fps killer In tokays if I'm looking up from under the water I lose like 50 frames per second. Especially transparent water + the splash sprites is a real fps killer. And it almost looks like a bright white nuclear dot anyways, you can't even see all the actual splash textures. (water-fx-fpskiller) this is from the same location as shown above. The fps goes from low (110) to lower (43) when I shoot the LG in the water. And this is not even the entire map but only a small portion of it, 3/4 is blocked out. The water splash still uses waaaay too many animations and it steals too much framerate.
[new]
Swimming [ bug returned] .1. When you're in the water and you touch the bottom, it won't let you swim upwards at all unless you press the
+move_up
key.-Lightmap unwanted lines Sometimes lightmaps get cut off and it produces an abrupt break in the lighting of the texture, for instance see these pics: If the light emitting surface (the slime) has a light.radius of < 70 it produces a break in the lightmap here. But if I increase the light.radius to 80, the lightmap doesn't break and fades out with a smooth transition. It almost seems as if there is some sort of threshold. .. Also, I sometimes like to set a different light value on liquid brushes if needed with the Surfaceflag-editor, without changing the overall value in the material. This has always worked but if I do this now, the surface won't emit light (while Light flag is checked) and the texture shows as fully opaque.
Direct patch light on liquids oddity I was testing different light values on liquid slimebrushes and noticed that the base texture now has these weird glowing lines. Here's a screenshot of just the base textures without the scrolling stage layers. Looks like you're using some sort of tile texture as patch lightmap? .. Anyway I was trying to mask these obvious lines by setting the base slime tex as liquid (warp) but it doesn't seem to do anything. Tried both with the surfaceflag in the Editor and in the materials. In fact, more Surface flags in the Editor no longer seem to function properly. ...
Slope bouncing While doing some work on Slimyplace I noticed that the player almost gets catapulted when running and jumping up steep slopes, like the ones shown in this pic :