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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Fri Oct 10, 2008 8:11 pm    Post subject: Reply with quote

looks cool, but if u cant fix it cant you just revert back 2 the old source
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Fri Oct 10, 2008 8:42 pm    Post subject: Reply with quote

unfortunatly no didnt backup Sad 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

PostPosted: Fri Oct 10, 2008 8:49 pm    Post subject: Reply with quote

well, i mean you uploaded it to shub hub remember? or someone did...
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Sat Oct 11, 2008 5:32 pm    Post subject: Reply with quote

aye the mhquake source Smile the screenie is from a tenebrae engine ive been working on also.

mhquake still works fine Wink

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 Wink i added some rather cool things to it.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Mon Oct 13, 2008 3:33 am    Post subject: Reply with quote

ceriux wrote:
actually r_skyspeed 1 makes it look pretty realistic (still just a tad fast but better than the rest)


u can lower it to 0.2 if u want it to really look real Wink
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Oct 13, 2008 5:05 am    Post subject: Reply with quote

lol, yea i know
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Mon Oct 13, 2008 4:02 pm    Post subject: Reply with quote

well after a 46 hours coding session i finally got the tenebrae engine running again Smile

and some small feats Razz look below

heightmaps !!



bloddy fine bumps



and ma biatch Razz



anyone who wants to take this further are welcome Smile 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 Sad

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 Wink
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Oct 13, 2008 4:33 pm    Post subject: Reply with quote

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...
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Wed Oct 15, 2008 1:24 pm    Post subject: Reply with quote

hehe aye but to many differences between these two engines would make that take really long Smile.

but yes slowly adding in stuff Wink

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 Sad.

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
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Location: Florida, USA

PostPosted: Wed Oct 15, 2008 8:40 pm    Post subject: Reply with quote

well once u got a download ready ill check it out Very Happy looks cool with those normals on and turning bloom off i could make some really scary looking maps Very Happy
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reckless



Joined: 24 Jan 2008
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PostPosted: Sat Oct 18, 2008 8:14 pm    Post subject: Reply with quote

far from done but workable Wink

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 Very Happy

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
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Location: Florida, USA

PostPosted: Sun Oct 19, 2008 1:23 am    Post subject: Reply with quote

ill have to check it out later, got a friend stayin over for a week lol...
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reckless



Joined: 24 Jan 2008
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PostPosted: Wed Oct 22, 2008 5:00 pm    Post subject: Reply with quote

small update pk3 support Wink

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

PostPosted: Sat Oct 25, 2008 1:20 pm    Post subject: Reply with quote

well here it is latest itteration Wink

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 Very Happy
mapshots werent working i found out lol i hope they do now took some time to fix Smile
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 Wink own code also hehe"

bugs:
null models crash the engine Sad
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 Neutral 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 Smile
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sat Oct 25, 2008 7:50 pm    Post subject: Reply with quote

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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