ydnar> add -forcesidesvisible to your bspc line. dm17 -meta has retard bots without -forcesidesvisible
{wf}shadowspawn> um they (bots) are even going places that were hard to get to before

maj> put a prominent mention that vlight has been removed in the user changelog, because it’s a critical issue for a few people
ydnar> it’s a critical issue that is easily resolved with a little user education. but yes, it’s in the readme
maj> either way. ok, cheers
ydnar> if you try to use -vlight, it falls back to -light
maj> hrm
ydnar> with a warning
maj> will be interesting to see if they notice ;]
ydnar> well, they probably will
ydnar> as it doesn’t turn on fast or -filter
pointy> ydnar did u fix the -onlyents origin brush bug?
ydnar> that is not my bug to fix
ydnar> -onlyents is broken, has been broken, and will continue to be broken until it is fixed

originally posted by sock
I’ve been using your compiler for some time and find it very different to use.
the lights seem to be darker and fall off quicker and the vector lighting is different to how it is supposed to be.

y: the only fundamental difference is that surfacelights are given a falloff range when you use fast. it compromises “correctness” for speed. vertex lighting doesn’t suck any more. see about 1/3 the way down here for comparison shots from q3f.

sock: i was told that if you did “-bounce 4 -smooth -extra -patchshadow” it should roughly be the same as the original light system, is this true?

y: simply using -light (with or without -extra) will produce the same or better results as before.

sock: then i compared the above times to the original compiler using (-light -extra) and the new compiler seems to process things 3 times slower. why’s that?

y: well, let’s see. it’s technically doing 4x the work (or more, given -patchshadows and -smooth) than -light -extra. if it’s only taking 3x as long, then what’s the problem?
radiosity, subsampling, filtering, etc are not free. the process as a whole is substantially faster because of a number of changes. these changes make using the new features tolerable.

one more thing to consider. -light fast is a “mode” of lighting similar to -vlight. you have to light your map accordingly.
y

ydnar> call the old q3map non-metasurface capable, vlight being metasurface disabled
ydnar> -light fast is roughly equivalent to vlight, without all the dodgy shadow blobs

ydnar> -meta is a bsp switch, not vis. makes a bsp more efficient by combining surfaces, removing coincident verts, & lowering the surface + vert count across the map.
this means higher fps & a smaller bsp

ydnar> i added a couple new things for the next build
ydnar> but they are sorta flaky. added cloned bmodel entities
ydnar> make a func_pendulum with a speed of 0
jer__> cloned bmodel?
ydnar> only works for func_* ents with an origin
ydnar> but you can basically set up one ent as the “master” and have 100 more that clone off it
ydnar> the only problem is that only one can be visible at a time because of how q3 renders stuff
jer__> heh, interesting. what good is that? saving on geometry and data in the bsp?
ydnar> yeah. they get lit the same and only one set of brushes/drawsurfaces/verts stored
ydnar> or think of it like this (this would be very useful for q3ut maps or any urban/realism map)
jer__> misc_gamemodels would achieve the same thing, at least out of wolf, and do it appropriately
ydnar> here’s the rub. say you have a tall building with floors you can look out of but the windows are done with one-way shaders
ydnar> you can have all the furniture in a room be a cloned func_pendulum and then clone it out to all the rest of the rooms
ydnar> when you’re in the room, it’s visible, no matter which room but if you’re outside the building, seeing into > 1 room, only one set of furniture will draw
ydnar> if 2 are in view, one is picked. well, not even that. if > 1 are in view, then each could potentially be half-drawn, depending on how many shaders/textures are used in the ent
ydnar> it won’t render a drawsurface more than once per scene
{wf}shadowspawn> how do we clone then
ydnar> this is a hack that makes a drawsurface appear more than once in a map
{wf}shadowspawn> its a func thing?
ydnar> I’ve only tested it with func_pendulum, because you can make it stop
jetscreamer> wait. are you saying if you’re outside looking in more than 1 window at the same time, you might only see ½ the table in each room?
ydnar> yeah, it’s possible

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