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InsideQC Forums • View topic - Engoo

Engoo

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Engoo

Postby leileilol » Thu Dec 16, 2010 2:30 pm

Image
.




IMPORTANT: It is SLOW and requires a PENTIUM 133MHz I hope you HAVE ONE OF THOSE EXPENSIVE THINGS but it is faster than unreal BUT IT IS NOT ASSEMBLIFIED I NEED ASSEMBLY ASSISTANCES if you know how to mov and kick some eax HELP ME


ALSO: multiplayer may be broken.

ALSO: no linux version yet. I personally loathe SDL, so someone else would have to take the adventure of porting this to SDL

ALSO: crashes Prydon if you die so don't die!
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Postby Dr. Shadowborg » Thu Dec 16, 2010 4:56 pm

This engine is cool, and should be noted that this engine will be the recommended software quake engine for future versions of Hellsmash. :)

Some feature suggestions for future versions of this engine:

Weaponmodel -

cl_mirrorweap (or whatever the DP version is) - mirrors weapon model left / right (as a cvar, then code could be made to properly align projectiles)


Sound -

Addition of some new ATTN_ functions as detailed below would be nice:

ATTN_SELF - Plays the sound for the entity emitting the sound, and ONLY the entity emitting the sound. (only useful for clients, but very useful nonetheless.)

ATTN_MUFFLED - Plays a sound muffled. This would also be recommended to automatically happen for sounds occuring in liquids. (i.e. it's very strange for explosions that happen underwater to sound the same as explosions in open air. :wink: )

ATTN_DAMPENED - Volume fixed at 1.0 for the entity emitting the sound, for other entities, the volume is set using the volume field. Good for soundproofed rooms, power suits, gasmasks, etc.

ATTN_FOLLOW - WHEE rocket flyby whooshing!

Centerprint -
Bug - Too many \n's or wall of text results in wierdness in the status bar. (gets overwritten / blanked or something)

This only affects the old status bar, and happens in vanilla winquake too.
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Postby Sajt » Thu Dec 16, 2010 6:59 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby mh » Thu Dec 16, 2010 7:33 pm

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Postby Baker » Thu Dec 16, 2010 9:45 pm

Hmmm. Very nice ;)

Update: Playing with some of the sound cvars. Severely awesome stuff there.

Image

Noticed GoldQuake's tinting, interpolation, the sound pitching noted above ... use of MH's rewritten API wrapper. Some QIP stuffs.
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Postby mankrip » Fri Dec 17, 2010 2:15 am

:D It sounds and looks amazing.

I'm definitely interested in benchmarking Engoo's colored lighting against vanilla Quake's lighting. Also, its colored lighting looks a lot better than I thought it would be possible in 8-bit, at least in that video.

The sound effects are awesome too. It should be great for an underwater pitching effect.

I'm completely out of time to test it now, but it looks really tasty and impressive. It's definitely an engine that makes me want to study its entire code.
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Postby qbism » Fri Dec 17, 2010 5:32 am

Colored lighting is jaw-dropping, especially the color shifting when a yellow dlight passes through a red lit area, and lit light styles- this is what makes it so awesome in 8-bit! The fact that entities and the view model also get colored ties it all together.

I tried r_lightingquality 1 and the framerate did not drop. This picks up more subtlety, like some of the pale green lit slime areas.

I'm searching for a colored lighting "demo map" with a wide variety of colors to see what they look like in Engoo. Any suggestions?
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Postby qbism » Sat Dec 18, 2010 2:30 am

MH .lit pack is the way to go.
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Postby qbism » Tue Dec 21, 2010 3:21 am

Colored lighting with subtle tones can generate surprising texture variety in 8-bit.

Image
Colored lighting off


Image
Colored lighting on
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Postby Sajt » Tue Dec 21, 2010 4:55 am

Last edited by Sajt on Tue Dec 21, 2010 5:43 am, edited 1 time in total.
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Postby Baker » Tue Dec 21, 2010 5:11 am

In some ways, it pisses me off there aren't more comments on this engine.

This is some very imaginative engine modding and it just goes to say that the build itself is proof of implementation. What I mean by this is that there is something to be said for talking the talk, and yet walking it without a lot of lip service is, frankly, an act of ego.

Stereo sound, efficient 8-bit palettization, pitch alteration, bobbing cvars [I mean the ones we haven't too much of before] and a plethora of other non-conventional stuff.

This engine is both style and class. And totally non-smug and yet smug. It is smug because it is an actual implementation of some concepts often discussed, but not actually realized prior to this. It is not non-smug because leileilol is a hardcore open sourcer.

Combine them and what you get: utmost respect. Not everyone has the courage to go there, and yet leileilol goes there every time. Do such actions have an impact? They certainly do.
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Postby leileilol » Tue Dec 21, 2010 8:43 pm

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Postby MasterSplinter » Tue Dec 21, 2010 9:38 pm

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Postby mh » Tue Dec 21, 2010 10:31 pm

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Postby mankrip » Wed Dec 22, 2010 1:30 am

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