The Dismal Silhouette

you mean vkQuake/QSS and Ironwail/QS
I just copied info from original post in discord! It's all his (spootnik) fault!!! I am innocent!!!!!!
Screenshot_4.jpg


Anyway the stuff is actually working. I was using it myself. So who cares. When done as it's done in sample map - weather works on all major source ports
 
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Anyway the stuff is actually working. I was using it myself. So who cares. When done as it's done in sample map - weather works on all major source ports
Yeah, it seems spootnik mixed things up in the description (I don't have a discord account). If you approach the books in the test map, the text displayed is correct.

I assume there is still room for improvement, because the snow effect in QSS/vkQuake is static. Remains active if activated. You can't turn it off.
It seems that the rain effect expires in ad_sepulcher after 2 seconds. So it's been renewed constantly, not sure how.
I came to this conclusion, because r_fteparticles 0 stops the rain effect in ad_sepulcher after a few seconds. Switching it back on starts the rain again.
r_fte_particles 0 in vkQuake will block new effects to be registered/started. Everything that was already active remain active and rendered.
This is not happening with the snow test map. It continues to snow. The fte effect is never removed from r_partinfo.
 
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I played a bit with QSS today, then realized that QSS has a render 'optimization' built-in for rain weather effects...
QSS renders the rain particles in ad_sepulcher only if player looks up.

spawn position in ad_sepulcher is Viewpos: (-2560 2464 -7) 0 270 0. Rain is not rendered. The splash effect on the ground is also missing.
Player needs to look up to setpos -2560 2464 -7 -4 270 0 to see rain particles.
setpos -2560 2464 -7 -3 270 0 disables it again

This is not the case in vkQuake.
 
you mean vkQuake/QSS and Ironwail/QS



No!
Ironwail, vkQuake and QSS (=quakespasm-spiked) are QS forks. QSS added extensions like scriptable particles and CSQC (client side QC = AD custom HUD support) from FTE.
Novum ported CSQC and the particle system from QSS to vkQuake ( FTE particles made first available in version 1.12.1 ). AFAIK not every extension available in QSS has been ported to vkQuake.
Ironwail supports CSQC only.
I forget where I read the QSS Ironwail thing and I was like... really? I thought it was a QS fork so good to get that straightened out.

I ended up poking at like all of them recently with a weird bug I had in the Enyo release with the movement item. Though I don't usually bother with QSS because I've had crashes and generally found it to be kinda janky.

Running AD in fteqw with max everything is a great test for your system (my 1660ti is not fond, though it is pretty)
 
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I absolutely loved this up until the arena fight towards the end. I have no idea how to survive it, so, alas, won't be able to finish the map.
 
I absolutely loved this up until the arena fight towards the end. I have no idea how to survive it, so, alas, won't be able to finish the map.
Kill the minotaurs first so they stop spawning gargoyles. Then take out all the other supporting monsters and don't turn on the boss until the rest of the arena is clear. The boss stops to summon backup waves after every 500 units of damage, so if you hammer everything at him straight off the bat you'll soon be overrun. Also, don't miss the blast belt that appears in the middle after wave 2.