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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Oct 10, 2008 8:11 pm Post subject: |
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looks cool, but if u cant fix it cant you just revert back 2 the old source _________________ QuakeDB - Quake ModDB Group |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Fri Oct 10, 2008 8:42 pm Post subject: |
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unfortunatly no didnt backup i had the false believe i could remember the changes made since i done them a couple of times over :S not so it seems. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Oct 10, 2008 8:49 pm Post subject: |
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well, i mean you uploaded it to shub hub remember? or someone did... _________________ QuakeDB - Quake ModDB Group |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Sat Oct 11, 2008 5:32 pm Post subject: |
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aye the mhquake source the screenie is from a tenebrae engine ive been working on also.
mhquake still works fine
tbh the tenebrae source needs a rather hefty rewrite but i suspect i will have to start from square one and then add in the things i changed in it up untill it broke "only about 6000 lines of code xD"
ah well atleast its worth waiting for i added some rather cool things to it. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Mon Oct 13, 2008 3:33 am Post subject: |
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ceriux wrote: | actually r_skyspeed 1 makes it look pretty realistic (still just a tad fast but better than the rest)
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u can lower it to 0.2 if u want it to really look real  |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Mon Oct 13, 2008 4:02 pm Post subject: |
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well after a 46 hours coding session i finally got the tenebrae engine running again
and some small feats look below
heightmaps !!

bloddy fine bumps

and ma biatch

anyone who wants to take this further are welcome small problems needs fixing, like flickering textures when theres a lot of lights also a bug with demos being to dark on first run.
fixed overflow in the lerp code was due to the static buffer having its size set for Q1 models md3 has quite a load more vertexes tho sigh
added a command feedback system.
added bloom.
added better checking for sky "still a mess" bleargh.
fixed the edo loader "tenebraes version of rt_lights"
massive cleanup.
surfaces all on vertex arrays now.
fixed the map going red if you die in the startmap or on worldspawn. was the fog code O_O
replaced a ton of old strcpy and strcat calls with strlcat and strlcpy from darkplaces.
also his va code.
SSE optimized math code.
SSE optimized memcpy memset memcmp.
lots more  |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Mon Oct 13, 2008 4:33 pm Post subject: |
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question, instead of working on the mhquake and tenebrae engines seperately why not mix them together? to make a whole new engine? that supports even more mods and games... _________________ QuakeDB - Quake ModDB Group |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Wed Oct 15, 2008 1:24 pm Post subject: |
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hehe aye but to many differences between these two engines would make that take really long .
but yes slowly adding in stuff
tenebrae is really picky with textures even tho i added a ton of error checks to keep it from bailing out if a corrupt texture is added it crashes instantly .
its also a pain in the gut to change anything in the surface refresh code alltho i hope to get that going since atm it uses a ton of state changes.
i hope to add in MH's vertex arrays instead of the ones it currently uses, also need a way to transform and draw normals better than a hack which is currently there. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Oct 15, 2008 8:40 pm Post subject: |
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well once u got a download ready ill check it out looks cool with those normals on and turning bloom off i could make some really scary looking maps  _________________ QuakeDB - Quake ModDB Group |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Sat Oct 18, 2008 8:14 pm Post subject: |
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far from done but workable
http://rapidshare.com/files/155300187/tenebrae.rar.html
not all mods like this engine tho weirdly enough kin's marcher plays really good on it
need the tenebrae data from shubhub else no decals etc.
and i removed the underwater caustics the code was crap anyway hehe.
i hope you got a hefty gfx card this engine is harder than 3dmarks latest xD |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sun Oct 19, 2008 1:23 am Post subject: |
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ill have to check it out later, got a friend stayin over for a week lol... _________________ QuakeDB - Quake ModDB Group |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Wed Oct 22, 2008 5:00 pm Post subject: |
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small update pk3 support
moving over to new heap system from mh is in the planning will be nice getting rid of the hunk cache zone alloc calls also makes things a bit easier to mod.
looking at vertex buffer objects atm. |
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reckless
Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger
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Posted: Sat Oct 25, 2008 1:20 pm Post subject: |
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well here it is latest itteration
changed:
pk3 support "compressed yup"
interpolated dynamic lighting.
virtualalloc for hunk calls.
massive fixup on mh's old autowater trans code it now handles most mods correctly yay no more need to vis maps
mapshots werent working i found out lol i hope they do now took some time to fix
hash speedup on paks and pk3's "improved reading speed"
COM_LoadFile is now able to load pretty massive stuff. "buffersize increased to about 8 megabytes for handling of external textures from pak files"
utility functions added to emulate filestream pointers "makes it damn easy to add pk3 support to your own engine own code also hehe"
bugs:
null models crash the engine
sds mod from the quake done quick guys crashes it to desktop on the initial video. cant get debug data so im kinda lost :S
same happens in malice demo when the howerboard is used weird like fuck.
changed:
skyspeed lowered.
better marksurfaces with axial recursion.
upped engine limits.
strlcat and strlcpy added some functions still use strcpy and strcat tho because of weirdness in there string handling "cuts of chars ?"
especially noticable in the cmd and cvar system even when properly null terminated.
http://rapidshare.com/files/157404139/MHQuake_2008_8_25.rar.html
source included  |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sat Oct 25, 2008 7:50 pm Post subject: |
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Quote: | especially noticable in the cmd and cvar system even when properly null terminated |
I like DarkPlaces common.h source code ...
ezQuake's latest source code appears to follow this. The latest version has all the strcpys and strcats gone. I like being able to cross-check 2 engine's source codes to see how certain issues were addressed.
Quote: | // A bunch of functions are forbidden for security reasons (and also to please MSVS 2005, for some of them)
// LordHavoc: added #undef lines here to avoid warnings in Linux
#undef strcat
#define strcat DO_NOT_USE_STRCAT__USE_STRLCAT_OR_MEMCPY
#undef strncat
#define strncat DO_NOT_USE_STRNCAT__USE_STRLCAT_OR_MEMCPY
#undef strcpy
#define strcpy DO_NOT_USE_STRCPY__USE_STRLCPY_OR_MEMCPY
#undef strncpy
#define strncpy DO_NOT_USE_STRNCPY__USE_STRLCPY_OR_MEMCPY
//#undef sprintf
//#define sprintf DO_NOT_USE_SPRINTF__USE_DPSNPRINTF |
Btw, although rather trivial, I noticed the CaptureHelpers.c in the source. You should really check out JoeQuake Build 1862's source code AVI capture.
The AVI capture is much better and way further debugged and super easy to implement (it's about 10-15 one or 2 line insertions into a few different source files). I'm such a fan of this code, I might write a short tutorial on it, in particular when it sounds like Entar's work might be excluded from the idea of a 100 mods video.
Probably the best thing is that you can stop capture and restart any number of times without ruining the video capture or particularly ... the sound capture. |
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