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InsideQC Forums • View topic - Engoo

Engoo

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Re: Engoo

Postby leileilol » Fri Jan 03, 2014 4:48 pm

That corruption is a 15bpp surfacecache being rendered with a 8bpp drawspans. You must've crossed ultra colored lighting with something. or maybe you're using ultra and theres' a bug that causes it to render with some other spans on startup.

As for fog's FPS hit, I'd think most of the hit is just going from asm spans to the C spans, unless you're comparing the difference between Ultra and Ultra Fogged.
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Re: Engoo

Postby qbism » Fri Jan 03, 2014 9:46 pm

The fog hit I was referring to is span approach (roughly 10% fps cost) vs post-process approach (20% fps cost). 'Post-process' meaning to loop through all the pixels as a separate step to apply an effect, which is a large fixed-cost for performance.
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Re: Engoo

Postby ceriux » Fri Jan 03, 2014 10:42 pm

awesome stuff leilei, working on win7 x64 for me. not sure if you noticed this.

Image
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Re: Engoo

Postby sock » Sun Jan 19, 2014 9:07 pm

I really like the look of this engine but I can't run the engine with my MOD ITS. If I use the engwin.exe I run out of edicts and cannot find a way to increase them. max_edicts and host_max_edicts both seem to be missing from the console. I tried engqsb.exe and the map starts to load and then I get

We have malfunction, SZ_GetSpace: overflow without allowoverflow set

Is there anyway to run this engine with more memory (heapsize) and more edicts (max_edicts)?
Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Engoo

Postby Eukos » Mon Mar 10, 2014 6:39 pm

Anyone built this on X11 yet?
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Re: Engoo

Postby leileilol » Sat Mar 15, 2014 6:43 pm

A little note on anyone porting this to other platforms - OS-specific files for input and video didn't get changes to allow 360 deathcam input and the aspect correction, or even the water buffer. You may not have much luck getting reflectbuffer going on anything that isn't DirectX :(


Yeah, os specific input files are a bit of a stupid way to store things like angle limits and player control, but that's how Quake worked.
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Re: Engoo

Postby leileilol » Sat Apr 12, 2014 1:11 pm




Eventually i'll want to
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Re: Engoo

Postby leileilol » Wed Apr 30, 2014 1:56 pm

Also . I hardly posted things about it because it requires an old computer to truly appreciate it :)
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Re: Engoo

Postby drm_wayne » Tue May 06, 2014 6:00 am

What is that "leiverb" in the SV_StartSound (ForReal)?
Simple Delay / Reverb effect? Does it work?
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Re: Engoo

Postby leileilol » Tue May 06, 2014 11:09 am

No. It was a hack attempt at starting a sound multiple times. because I am an idiot when it comes to Quake's DSP.
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Re: Engoo

Postby drm_wayne » Tue May 06, 2014 12:45 pm

ahh ok... i was thinking to add a reverb to my engine (using the reverbcodecode from SOX), but i dont understand one line in there xD
EDIT: doesnt have Mikmod a reverb? MikMod suxx, but maybe the reverb not :lol:
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Re: Engoo

Postby Spirit » Mon Jun 09, 2014 9:51 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Engoo

Postby leileilol » Tue Jun 10, 2014 9:28 pm

-zone?

Engoo is based on QIP and QIP had some memory management changes... I never actually played with memory parameters for this


also while I do want to play the ambitious maps in the func community, supporting QSB wasn't enough to run most of them and I'm not sure of the scale it would take to port the TyrQuake or BJP Quake's changes of the map loading to make that happen.


I also want my stuff to become a retroarch core someday, but that no linux platform issue hasn't been resolved yet. I even want OA to become a Retroarch core using libretro GL :P
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