vkQuake new release !

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So, rocket light do not create shadows intercepting level geometry or monsters ?
Oh! I'm just trying to play with grenade launcher. This shadows is amazing! They are only visible in moments of explosion! I thought it looked like RTLights in DP engine, but this is absolutely different things. I like it incredibly! Thank You so much!
 
Thanks, but all credit goes to Novum in that case. I'm going to wait a few days more and will release 1.34.1 with that fix.
 
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Hello everybody,

Here is the vkQuake devs gift for the 30th anniversary : a new version (1.35.0) for you, arguably the biggest to date.

Large and important features added by Novum himself, inclusion of the Steam/Remaster integration borrowed from Ironwail, fixes, fixes, and much more :

Thanks to all contributors for this version !

Regards,

Vincent
 
Hello everybody,

Here is the vkQuake devs gift for the 30th anniversary : a new version (1.35.0) for you, arguably the biggest to date.

Large and important features added by Novum himself, inclusion of the Steam/Remaster integration borrowed from Ironwail, fixes, fixes, and much more :

Thanks to all contributors for this version !

Regards,

Vincent

Wow, this is a fantastic release! Dynamic lights no less, that's a game changer, amazing to see this stuff in VKQuake, when just a couple of years ago it looked like the port was finished. Thank you to everyone who keeps the fires burning: we don't deserve all this free labour from you, which gives us such a fun, cool hobby. Thank you, thank you, it's so very appreciated.
 
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For Mac users : the initial MacSourcePorts build of 1.35.0 was non-functionnal, that should be fixed now, please test : https://github.com/MacSourcePorts/MSPBuildSystem/releases/download/vkQuake_1.35.0/vkQuake-1.35.0.dmg
Looks like I grabbed it after it was already fixed -- I'm playing it on MacOS and it's working fine for me. Thank you.

On a separate note: is there any information on how the new dlights from Kex could be used in our own maps? Is that even possible?

EDIT: Screenshots seem a bit broken, I'm not getting good shots reliably, some of them are completely blank/black. I'll report it on Github.

EDIT2: I'm not seeing any dynamic shadows in Dimension of the Machine. However I'm using the MacOS sourceport on an M4 Mac Mini -- I'm not sure if that supports dynamic shadows...?

EDIT3: Also I don't see any enhanced models in Dimension of the Machine, even though I have models set to enhanced in the menu. Is there something else that needs to be done to enable that?
 
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EDIT3: Also I don't see any enhanced models in Dimension of the Machine, even though I have models set to enhanced in the menu. Is there something else that needs to be done to enable that?

No, no more to do. And Enhanced models definitly works. Are you sure you are using Remaster id1/id0.pak ?

On a separate note: is there any information on how the new dlights from Kex could be used in our own maps? Is that even possible?

No idea, according to vk release notes, it needs special entities to place in the world.

EDIT: Screenshots seem a bit broken, I'm not getting good shots reliably, some of them are completely blank/black. I'll report it on Github.

That was supposly fixed, but most likely not checked on Mac...

EDIT2: I'm not seeing any dynamic shadows in Dimension of the Machine. However I'm using the MacOS sourceport on an M4 Mac Mini -- I'm not sure if that supports dynamic shadows...?

You need a RT capable card (idk if yours is) supporting RT-specific Vulkan extensions. If you do, the Graphics > RT Shadows menu entry is available and you can do on/off.
 
No, no more to do. And Enhanced models definitly works. Are you sure you are using Remaster id1/id0.pak ?
Ah! I had the /mg1 folder, but the /id1 folder didn't have the remastered pak0 in there, only the original version. It works after updating it to the remaster pak0. Thanks for the tip, I'd forgotten about that.

You need a RT capable card (idk if yours is) supporting RT-specific Vulkan extensions. If you do, the Graphics > RT Shadows menu entry is available and you can do on/off.
Apparently this M4 chip can do raytracing but clearly not in a way Quake can use. Looks like my plan to try and do everything on the Mac Mini is not viable if I want this extra graphical goodness. Oh well, back to a PC with a GPU, let me just check the prices... holy *$%@*. Yeah, that'll be a no for now!

As for dlights in our own maps, yes, I'm not sure what's involved. Maybe it's just a question of updating FGD files, I don't really know. I'll see what I can find out.

Thanks for replying to all my points, appreciate it.
 
Apparently this M4 chip can do raytracing but clearly not in a way Quake can use. Looks like my plan to try and do everything on the Mac Mini is not viable if I want this extra graphical goodness. Oh well, back to a PC with a GPU, let me just check the prices... holy *$%@*. Yeah, that'll be a no for now!

Indeed MoltenVK (the layer translating Vulkan to Apple Metal) do not support Vulkan RT extensions, due to the Metal Api limitations themselves, so no RT for you whatever the Mx chip you have. There is a newer experimental solution called KosmicKrisp but for now Vulkan RT is only emulated there. Maybe in the future it will be production-ready and more feature-complete, but in practice it is unusable today.
 
You need a RT capable card (idk if yours is) supporting RT-specific Vulkan extensions. If you do, the Graphics > RT Shadows menu entry is available and you can do on/off.
Oh, that's a bummer :( The GitHub page says "Support for the 2021 rerelease dynamiclight entities including spotlight cones, using the exact KEX formula" so, I assumed it would work just like KEX does (without requiring Ray Tracing-compatible cards).
 
Oh, that's a bummer :( The GitHub page says "Support for the 2021 rerelease dynamiclight entities including spotlight cones, using the exact KEX formula" so, I assumed it would work just like KEX does (without requiring Ray Tracing-compatible cards).
I've updated both the Readme and the Release notes to mention we need ray-tracing support.

Don't let this spoil your fun ! I, after all do not own a RT-card either :)
 
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Hi, is it possible to have levels selection like in Ironwail?
In the future builds I mean.
 
Awesome stuff. Looks like vKQuake is shaping up to be the best port currently, at least for us MacOS users: so many great features have been merged in from the other ports that I was missing from my PC days. Thanks for all the hard work in making this a great port, I'm loving it.
 
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