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Topic: Beta release of new STVOY:HM engine! |
Thilo~rb |
General Member Since: Dec 23, 2006 Posts: 498 Last: Dec 23, 2006 [view latest posts] |
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71M~rb |
General Member Since: Dec 23, 2006 Posts: 361 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Apr. 10, 2006 12:17 pm |
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Quote (Thilo @ April 10 2006, 8:12 pm) | already using the normal Quake3 engine, namely in the WoP mod. |
Really? I used to play that mod all the time, but never really saw a lens flare set... Where abouts was that? I might compare it to my cheesy lensflare implementaion in RPG-X lol... Hrmm, he was referring to the 'flares' that appear over lights and other bright sources in EF. Whilst they're not called 'Lens Flares' in the game iteslf (The closest is 'Light Flares' ), they fit the criteria for my definition of Lens Flares. If you set r_flares to 1 in HM and then walk around the flag areas in the map CTF_Singulairty, you'll see a lot of them in action. -TiM |
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Thilo~rb |
General Member Since: Dec 23, 2006 Posts: 498 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Apr. 10, 2006 12:43 pm |
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CheapAlert: I see that the flare functions are really already included in the Q3 engine, namely tr_flares.c .. The function RB_AddFlare is never called anywhere, though. I could really try fixing this! TiM: Ah, got it... I see the flares now. Switched them on/off in the original game. Quote | Really? I used to play that mod all the time, but never really saw a lens flare set... Where abouts was that? |
It's only in the newer version of WoP on the map wop_padlibrary. See: http://thilo.kickchat.com/bilder/wop_lensflare.png |
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George W Carver~rb |
General Member Since: Dec 23, 2006 Posts: 12385 Last: Dec 23, 2006 [view latest posts] |
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71M~rb |
General Member Since: Dec 23, 2006 Posts: 361 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Apr. 10, 2006 05:30 pm |
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I spent the evening playing around with this engine. It certainly is fun. There's only one shortcoming though. Due to a small change in the Q3 engine since EF was made, that controls player movement, this engine doesn't allow trench-jumping (ie in maps like voy1 + voy2 ) by default. There's a fix to this, but it requires creating a new set of QVMs. I'm hoping it may may be possible to somehow add a fix to this inside the engine that won't need QVMs, but I hear that could cause compatibility issues... In any case, with this engine, I think a whole lot more potential for EF modding just opened up. -TiM |
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George W Carver~rb |
General Member Since: Dec 23, 2006 Posts: 12385 Last: Dec 23, 2006 [view latest posts] |
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CheapAlert~rb |
General Member Since: Dec 23, 2006 Posts: 90 Last: Dec 23, 2006 [view latest posts] |
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Thilo~rb |
General Member Since: Dec 23, 2006 Posts: 498 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Friday, Apr. 14, 2006 01:46 pm |
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I have done some work on the flares and got them to work... crudely. When you enter ctf_singularity they dance and float around happily in the air.. as soon as I fire a weapon the flares go to the places they are supposed to go to. That behaviour is very strange and I need to do some more debugging before I can fix it... not today though. I was only doing a "quick hack" anyways. On a sidenote, when firing the phasers and the flares are at the places where they're supposed to be they *did* fade in and out on clipping like it was originally intended. btw.. cheapalert: i bet you were that Gargoylol guy on the icculus.org forums? I also fixed all of the bugs that have been mentioned in this thread. There'll be a new beta release sometime next week. I did some research about the skybox bug and found out that the bug has only been fixed in the SDL OpenGL backend, not the windows native one. As Windows does not yet use SDL (will be done in the next versions of icculus.org) the bug was still present. I tried some kind of a workaround but am not sure yet whether it works as I haven't prepared any new windows builds yet. |
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CheapAlert~rb |
General Member Since: Dec 23, 2006 Posts: 90 Last: Dec 23, 2006 [view latest posts] |
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Thilo~rb |
General Member Since: Dec 23, 2006 Posts: 498 Last: Dec 23, 2006 [view latest posts] |
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