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Fog in DP / DP extensions

 
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Mon Oct 30, 2006 9:40 pm    Post subject: Fog in DP / DP extensions Reply with quote

Two little questions for you Smile

1) For some reason, I seem to be unable to enable (sorry for the redundancy) fog in Darkplaces. It used to work fine and now, well, it doesn't. I use the "fog" command, by the way. Any suggestion as to why it could suddenly stop working. I have installed a clean copy of quake with a new version of DP and it still doesn't work...

2) Newbie alert... How exactly do you use the DP extensions? I found for example the following:

//DP_TE_SPARK
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//builtin definitions:
void(vector org, vector vel, float howmany) te_spark = #411;
//temp entity definitions:
//float TE_SPARK = 51;
//protocol:
//vector origin
//byte xvelocity (-128 to 127)
//byte yvelocity (-128 to 127)
//byte zvelocity (-128 to 127)
//byte count (number of sparks)
//description:
//creates a shower of sparks and a smoke puff.

I'd like to create an entity that has smoke coming out of it... Is that the part I should look at? Is there an easy way to implement it into QC and have an entity attached to it?

Thanks in advance! Smile
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Oct 31, 2006 12:32 am    Post subject: Reply with quote

Not sure about the fog...

The te effects aren't very good for constant effects, spamming them every 0.1 seconds is possible but blegh.

Looking for an EF_ flag is what you want. Though I don't think DP has an EF_ smoke. Maybe you could find what the DP field is called that overrides the model flags and add a grenade smoketrail.
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shadowtails



Joined: 30 Jul 2006
Posts: 11

PostPosted: Tue Oct 31, 2006 5:24 am    Post subject: Reply with quote

Is there some way how to active fog in Q3a maps?
Example: When i load in darkplaces q3tourney with klesk the fog has got white texture.How can i enable it just normal fogin Q3a?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Oct 31, 2006 8:53 am    Post subject: Reply with quote

Don't think Darkplaces has support for the volumetric fog.
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Tue Oct 31, 2006 10:00 am    Post subject: Reply with quote

Oh yeah, a grenade smoketrail, that's a good idea Smile

As for the fog, I wasn't thinking volumetric, but plain all-through-the-level fog. I don't understand what's wrong with my comp :/
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Nov 01, 2006 1:26 am    Post subject: Reply with quote

Fog works for me. Maybe you have an old build? Latest: http://icculus.org/twilight/darkplaces/files/darkplacesengine20061003beta1.zip

Maybe you're giving a wacky setting in the console... 'fog 0.025 1 1 1' seems to show up well.
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CocoT



Joined: 14 Dec 2004
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PostPosted: Wed Nov 01, 2006 10:51 am    Post subject: Reply with quote

Nope... I tried that and it still doesn't work. I tried on a totally clean install of Quake, and it didn't work either... Then I tried in nexuiz and it didn't work either... weird, uh?
Could it have something to do with the way my graphic card is configured? Fog used to work fine the last time I tried, no more than two or three months ago! I'm perplexed (/me makes a Jim-from-the-Office-is-perplexed face) :-/
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Nov 01, 2006 1:00 pm    Post subject: Reply with quote

Have you updated your drivers? What's your video card? (Stupid questions)

Try r_glsl 1 (or 0 if you're already using 1). (Might work, not sure)

Other than that I can't think of much...
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CocoT



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PostPosted: Wed Nov 01, 2006 1:31 pm    Post subject: Reply with quote

Nope... it doesn't seem to work, either... how bizarre. But thanks a lot for trying to come up with answers, I really appreciate it, Sajt Smile

My card is a GeForce FX Go5200 ... I'm using a laptop. I tried this morning to update the drivers, had some difficulties finding the right stuff... I'll try again.

At worse I could work on my mod and test it on my wife's laptop. It's kind of silly, though.
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HeadThump



Joined: 14 May 2006
Posts: 74
Location: Zin

PostPosted: Wed Nov 01, 2006 5:30 pm    Post subject: Reply with quote

Smile

jim-from-the-office-staring-at-his -screen-avoiding-gaze-of-pranked-coworker.
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Wed Nov 01, 2006 10:58 pm    Post subject: Reply with quote

Quote:
2) Newbie alert... How exactly do you use the DP extensions?

You need to add dpextensions.qc to your progs.src, after defs.qc but before anything else. That includes all of the constant and function declarations that you will need for all of the extensions.

The extension that you mention will automatically send out the message for a temporary entity that will generate the effects. All you need to do is set where it happens, which directions the sparks move in, and how many sparks there are.

You might want to come into #qc or #dp if you have specific questions about other extensions...
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CocoT



Joined: 14 Dec 2004
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Location: Belly-Gum

PostPosted: Thu Nov 02, 2006 11:43 am    Post subject: Reply with quote

Thanks, Lardarse! I had thought about it and tried it but I had some errors while compiling, so I thought I was doing something wrong. Now I realized some parts were being redeclared (one because of an olf TQ extension from the base I use and another in FrikBot), so I commented them out and now it compiles fine. Yeepee! (/me jumps around like drunken Pam during the Dundee's)Now I need to look into how it will all work in the mod Smile
Yeah, I know, the last time I dropped by IRC was ages ago... I should do it more often Razz
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