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RTCW MP
RTCW-MP engine features missing from Spearmint.
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trap_S_StartSoundEx
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Splines camera support
- Used by searchlights on mp_dam (in game of the year map pack) and SP.
- ZTM: I plan to put it in CGame.
- trap_S_AddLoopingSound in RTCW does not use entityNum, allowing adding looping sounds for flame chunks which do not have individual server entities.
- trap_S_GetVoiceAmplitude (not used in MP, used in SP)
- Get tag (only needed for SP, plus I want to change the game code so it isn't needed)
- Missing some bot system calls (only needed for SP, MP doesn't have bots)
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Missing option to force adding dlight when they are disabled, for dynamite trail.
- ZTM: I'm not a big fan of 'disabled' not meaning 'disabled'. Could have a separate cgame cvar for drop all dlights except dynamite light.
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Some stuff from tr_types.h
- REFLAG_FORCE_LOD. Use low level of detail. It's used when a entity is on fire. I think it might be for visual effect, not performance, but I'm not sure.
- (used in SP only) RDF_SNOOPERVIEW makes lightmaps be replaced with white, disables dlights, and disables fog blocks (global GL fog is not disabled). Maybe add RDF_NOLIGHTMAPS and RDF_NOWORLDFOG, and separately manually drop dlights in cgame or add RDF_NODLIGHTS? This is only used in Single Player with Garand's scope mode.
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refEntity_t::fadeStartTime and fadeEndTime fades RGBA, forces
blendfunc blend
, forces cull front.- This might be replaceable using RF_RGB_TINT/RF_FORCE_ENT_ALPHA and shaderRGBA.
- However, it lacks forcing cull front and prevents the shader's rgbGen and alphaGen from being used (I'm not sure if that is important).
- Maybe there should be RF_RGB_MOD and RF_ALPHA_MOD to scale instead of set the RGBA? (It would still interfere with rgbGen/alphaGen entity though.)
I'm not sure if I want to add these. Translation support should use gettext, not a legacy one-off game translation system. It may be possible to add RTCW-style translation support in VMs, I haven't looked into it.
- Translation support
- Auto update
- Open URL
I don't think these are needed, but might find out otherwise when the game or mods are ported.
- Dlight overdraw argument allows drawing the dlight image multiple times. I think it can be replaced by ET's dlight intensity. I haven't tested and compared results however.
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tcGen firerisenv
aka TCGEN_FIRERISEENV_MAPPED- No shaders in RTCW SP/MP use this. It allows specifying a direction for environment mapping using refEntity_t::fireRiseDir. It is slightly different than the regular environment mapping which calculates direction based on dir between viewOrigin and each vertex.
Missing overriding model bounds. Does RTCW data actually needs these? Probably not.
MD3 with radius of 1 use mins=-128, maxs=128, radius=256. The following MP MD3s have a radius of 1. No SP MD3s have a radius of 1 (probably because they were converted into MDCs with the hacked values).
models/mapobjects/vehicles/lander1w.md3
models/mapobjects/vehicles/lander.md3
models/multiplayer/ammopack/v_ammopack_hand.md3
models/multiplayer/medpack/v_medpack_hand.md3
models/multiplayer/pliers/v_pliers_hand.md3
models/multiplayer/smokegrenade/v_smokegrenade_hand.md3
models/multiplayer/syringe/v_syringe_hand.md3
The lander md3s definitely have the wrong bounds, though I don't think radius 256 isn't big enough to cover models either. The landers on mp_beach are compiled into the BSP, so the md3s aren't loaded. The _hand.md3 model don't need bounds since they are not drawing, only used for tag positions.
MD3/MDC that name contains "sherman" or "mg42" use mins=-128, maxs=128, radius=256.
- There are no md3/mdc models with sherman in the filename.
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models/mapobjects/weapons/mg42a.mdc
andmodels/mapobjects/weapons/mg42b.mdc
already have these values. -
models/multiplayer/mg42/mg42.md3
has lower values.
models/multiplayer/mg42/mg42.md3
frame 1: radius = 39.829609, mins = -34.937500,-2.656250,-12.562500, maxs = 37.703125,2.640625,4.046875
frame 2/3: radius = 40.011345, mins = -35.515625,-2.656250,-18.234375, maxs = 34.812500,2.640625,9.046875
When disabling the bounds override for models/multiplayer/mg42/mg42.md3 in RTCW MP, there doesn't seem to be any culling issue for the MG42 (in-place weapon on maps, see mp_beach for example). I don't think this hack is needed.
- Console background needs to be changed for RTCW-MP in CGame VM.
- r_flareFade is 5 in RTCW MP/SP but 7 in Q3.