View previous topic :: View next topic |
Author |
Message |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Sat Jun 26, 2010 3:06 pm Post subject: |
|
|
mh wrote: | Does anybody aside from you use these regularly these days?  |
DOSBox compatibility?
MH wrote: | [ontopic]It's really kinda weird looking at frame interpolation in software Quake, isn't it?[/ontopic] |
It is really strange to see. Stranger that I have it in an engine now (download - r_interpolate_animation 1 to enable).
It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH
(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.) _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
|
Back to top |
|
 |
frag.machine

Joined: 25 Nov 2006 Posts: 728
|
Posted: Sat Jun 26, 2010 3:34 pm Post subject: |
|
|
leileilol wrote: | mh wrote: | Spike wrote: | [offtopic]And you might as well implement lightstyle smoothing, if disabled, its only one cvar check per frame, just maybe not default it to enabled. Some people prefer it, but yeah, flickering torches. Or if you like hacks, you could interpolate based on difference between the styles, if its too different, no interpolation. The expense is in the lightmaps, not the actual lightstyle values themselves.[/offtopic] |
[offtopic]It occurs to me that many of the lightstyles in Quake are not actually meant to be interpolated. Maybe the slow pulses, yes, but flickering torches and strobes? No way.[/offtopic] |
[offtopic]Interpolating lightstyles kill 486s and non-Pentiums, so don't do it![/offtopic] |
Yeah, let's stop tinkering and improving Quake gameplay because it won't work in your 486.  _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
|
Back to top |
|
 |
qbism

Joined: 04 Nov 2004 Posts: 82
|
Posted: Sat Jun 26, 2010 4:07 pm Post subject: |
|
|
Quote: | It should be awesome in FlashQuake, but haven't built that version yet. Either way, thanks a ton, MH
(I need to add transform in so badly now, heh. Tomorrow's fun, no doubt.) |
Could look at ToChris or Makaqu as a guide for porting to ProQ. _________________ http://qbism.com |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 909
|
Posted: Sat Jun 26, 2010 4:35 pm Post subject: |
|
|
Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
|
Back to top |
|
 |
qbism

Joined: 04 Nov 2004 Posts: 82
|
Posted: Sat Jun 26, 2010 6:10 pm Post subject: |
|
|
CL_ClearInterpolation looks especially handy! _________________ http://qbism.com |
|
Back to top |
|
 |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Fri Jul 02, 2010 1:47 am Post subject: |
|
|
mh wrote: | Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake.  |
Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 909
|
Posted: Fri Jul 02, 2010 9:06 am Post subject: |
|
|
Baker wrote: | mh wrote: | Look for CL_EntityInterpolateOrigins, CL_EntityInterpolateAngles and CL_ClearInterpolation in DirectQ. It's all there in a manner that should be friendly to software Quake.  |
Works perfectly. The animations plus the transform are nice as I've ever seen interpolation in a Quake engine. |
 _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
|
Back to top |
|
 |
|