Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 12 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
Author 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]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Saturday, Apr. 15, 2006 05:37 pm
I am happy to report, that flares are now working. The bugs you described (full opacity when looking at them over an edge) have been fixed. Fade-in / Fade-out ist working, too.
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Apr. 16, 2006 08:54 pm
AWESOME

you should commit these changes to ioq3 itself too as well as release a "flares" patch :D
Share |
Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 12:04 am
I was doing some more "research" for a patch to ioquake3 and noticed an annoying bug that won't appear in EliteForce but in quake3 maps.
The flares can suddenly change their brightness when they are over a surface that is the last one before emptyness, when certain weapons are held / from a certain view angle. This means maps with a full skybox won't have that bug - which is the case in EliteForce, as far as I can tell. But in quake3 there are many fully enclosed maps where the bug will appear.
I will post the patch to the icculus.org mailing list and ask for suggestions, as this seems to be an OpenGL problem.
Furthermore, flares seem to be very expensive on the framerate. It's not really an issue nowadays but I find it curious that so much FPS is lost on these flares.
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 12:12 am
wierd, perhaps the method taken is just slow? EF's flares were very fast on my k6-2 500 w/ gf2.
Share |
Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 12:36 am
Nope, they eat up 20 fps on my bro's original, too.
Have a look at ctf_neptune.

EDIT: I gotcha some comparison screenshots:
http://thilo.kickchat.com/efport-progress/screenshots/noflares.png
vs.
http://thilo.kickchat.com/efport-progress/screenshots/flares.png

The algorithm to get the size of the flares is a bit different. With increasing distance, the flare size stays nearly the same proportionally to the screen size. It is the intensity that will fall off proportionally to 1/distance^2
That's the way the guys at ID originally wanted it to have. In EF it is simply a kind of sprite.
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 02:47 am
If speed's the problem then maybe have an option for the EF/q3t 1.05 method, then? I don't remember intensity fading by distance though, not sure.  maybe have a glReadPixels based flare rather than traceline?

also ef's flares fade out behind 1-bit alpha masks too, which is easily seen in The Machine HM level, and that probably uses glReadPixels too.

(the only card flares "broke" on i've ever used in the past was an s3 savage2000)
Share |
Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 03:02 am
Nope, I don't think it will be better using any version.

To the bug I mean:
The two pictures show the same flare from exactly the same position/angle. The only thing different is the weapon.
The weird thing is, the flare is considerably darker when holding the lightning gun than the rocket launcher.

This is normal intensity:
http://thilo.kickchat.com/bilder/screenshots/flarebug-normal.png
This is buggy intensity:
http://thilo.kickchat.com/bilder/screenshots/flarebug-toodark.png

I have no idea why this f*cking error happens, I'm already hunting it all day. I don't know enough GL, though, so all I was doing up to now was pretty much trial&error.
I checked with my debugger and it seems like the bug only appears when RB_AddFlare is called before all other surfaces have been written. Some modelMatrix and orientation stuff seem to have an impact on how this bug appears, too.
I'm going to bed now, I'll send a patch to the ioq3 mailing list tomorrow and ask the OpenGL gurus there what can be done about this. Because apart from this annoying bug that only affects a few ones on some maps, flares are working nicely.
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 03:12 am
Very strange bug. Maybe the size of the md3 is causing it, or the traceline check? (Wild guess) Did you try cg_drawGun 0?

tracelines are really slow btw, and i'm really confident that elite force does use glReadPixels (which is faster, but "breaks" on certain hardware). i did a video because screenshots suck lol:
http://www.planetgargoyle.com/vid/efflares2.avi

i'm probably headachy myself and i think im repeating myself somewhat. i need sleep D:
Share |
Thilo~rb
General Member
Since: Dec 23, 2006
Posts: 498
Last: Dec 23, 2006
[view latest posts]
Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Apr. 17, 2006 11:38 pm
To be honest, I have no idea what these gl calls are doing and what you're talking about.

On the other hand, I gotcha a little video I just captured with ioq3's AVI feature. I reencoded it using mencoder... pretty cool I have to say :D

http://thilo.kickchat.com/videos/hm_dm1-flares.avi

There's also a patch for enabling flares:
http://thilo.kickchat.com/efport-progress/patches/q3-flarefix.diff

EDIT: I have prepared a couple of videos still:
http://thilo.kickchat.com/videos/q3dm19-flares.avi

This video shows the bug I mentioned:
http://thilo.kickchat.com/videos/q3tourney2_flarebug.avi
Share |
CheapAlert~rb
General Member
Since: Dec 23, 2006
Posts: 90
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Apr. 18, 2006 04:15 am
btw, Wudan got glReadPixels (elite force style) flares working in q3a:

http://www.quakesrc.org/forums/viewtopic.php?p=59037#59037
Share |
Restricted Access Topic is Locked
Page
Previous Page Next Page
subscribe
MODSonline.com Forums : Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»