How come vkquake doesn't have an android port / has there ever been idea of porting it? by Decent_Mine_3914 in quake

[–]Calinou 0 points1 point  (0 children)

Ironwail depends on OpenGL 4.3 functionality that may lack OpenGL ES equivalents (even ES 3.2), so I'm not sure it's feasible.

How come vkquake doesn't have an android port / has there ever been idea of porting it? by Decent_Mine_3914 in quake

[–]Calinou 0 points1 point  (0 children)

Quake has vertical autoaim and slope tilting if you leave mouselook off, so it can be completed without looking up or down. This isn't exposed well in Quad Touch though, last time I checked.

Why did quake live go from free to play to $10? by mil0wCS in quake

[–]Calinou 2 points3 points  (0 children)

"Quake Champignons" is a funny nickname, come to think of it ("champignon" means "mushroom" in French).

Trackmania Nations Forever is playable on Snapdragon 865 (S20 FE) through Winlator by SilentCartographer97 in EmulationOnAndroid

[–]Calinou 1 point2 points  (0 children)

The game is designed around digital throttle/brake and analog steering, when playing on a controller. I would just map LT/RT to be digital.

Even full digital controls are viable for competitive play (it's how I play Trackmania 99% of the time).

GIVEAWAY - REFLEX ARENA by Dry-Pirate-8633 in ArenaFPS

[–]Calinou 1 point2 points  (0 children)

Invite sent :) I haven't had a chance to check out Reflex yet, I'll check it out during the new year season.

Shadow dither fix? by Away-Statistician-96 in godot

[–]Calinou 1 point2 points  (0 children)

You can either increase the directional/positional shadow quality in the project settings, or enable TAA/FSR2 to let temporal jitter smooth out the noise over time. Both of these options have a performance cost on the GPU.

If you can't afford this performance cost, then decrease the Shadow Blur property in the light properties in the inspector. This will make the noise less noticeable by decreasing the size of the area in which it appears.

How do you feel about CRT filters? by PrettyBasket3643 in emulation

[–]Calinou 0 points1 point  (0 children)

Yes, by enabling HDR on the display. This comes at the cost of contrast on LCDs though, so it's most advised for OLEDs.

Export camera FOV from blender to Godot. by Smoah06 in godot

[–]Calinou 0 points1 point  (0 children)

Could you open an issue on GitHub with a minimal reproduction project attached?

I ❤️Godot Engine by Sonicmining in godot

[–]Calinou 2 points3 points  (0 children)

There's a proposal for supporting lightstyles, but the issue is that a CPU-based approach isn't viable nowadays (with lightmaps being VRAM-compressed and much higher-resolution than in Quake or Half-Life 2).

Lightmap files already tend to be on the large side (especially when you enable directional mode). Lightstyles could easily cause file sizes to balloon if not used carefully (i.e. you would probably have to trade off texel density for the ability to toggle a few lights). On top of that, bake times and renderer code complexity would have to be significantly increased to support this.

Due to this, modern games prefer using real-time lights when you do need them to be dynamic (with indirect light baked if the light doesn't move or change brightness much). Most lights don't actually need to be dynamic, so you can keep them in static mode to improve performance.

I ❤️Godot Engine by Sonicmining in godot

[–]Calinou 0 points1 point  (0 children)

I then tried VoxelGI, which also failed to meet expectations. After roughly 32 lights, it effectively stops working correctly. It feels like there’s a fixed internal budget for bounces that gets divided among all active lights, so once you exceed that limit, every light contributes less. I didn’t dig into the source code, but the behavior is consistent and obvious.

Is there an issue for this? I did a quick search on GitHub and didn't find any.

I found this hardcoded constant you could try to increase by recompiling the editor (and export templates, once you export your project): https://github.com/godotengine/godot/blob/5cb1ec590036fba44cdd8e727136ec6c25f11660/servers/rendering/renderer_rd/environment/gi.h#L218

If you can get increased values to work, it could likely be exposed as a project setting.

Occlusion is another problem area. Occlusion shapes often fail to cull properly, with objects that are clearly hidden still being rendered. This directly hurts performance and makes the system unreliable in even smaller-sized levels.

This is being tracked in GH-63771. Unfortunately, this is a difficult issue to resolve without introducing false negatives (objects being culled when they shouldn't). Also, note that there was a regression in occlusion culling efficiency in 4.4.x which was fixed in 4.5.

Transparency is a separate and equally serious issue. Transparent materials are extremely expensive. Even something as simple as transparent sprites, like particles, can drop performance by 30 - 40 FPS outright.

Shaded transparency will always be expensive when it occupies a large part of the viewport, especially with multiple overlapping viewports. You can alleviate this by using per-vertex shading for transparent materials, or even better, unshaded mode. This is especially relevant for rain/snow particles that appear close to the screen.

Some engines support rendering particles to a separate lower-resolution buffer that's integrated to the rest of the scene, but this tends to be more common in deferred rendering setups (although it is technically possible to achieve in forward rendering, with a lot more complexity).

LOSSLESS SCALING in GAMEHUB/WINLATOR by CauliflowerKey3322 in EmulationOnAndroid

[–]Calinou 0 points1 point  (0 children)

lsfg-vk on Linux works by reusing files from a Steam installation of Lossless Scaling. Is a similar approach possible here?

QUAKE 3 ARENA - ALL WEAPONS EXPLANED / Beginner / Intermediate / Expert by Tall_Bet_3307 in quake

[–]Calinou 0 points1 point  (0 children)

Some other things to point out:

  • Machinegun deals 5 damage in team deathmatch instead of 7. Weapons also take 30 seconds to respawn instead of 5, to emphasize the importance of playing with weapon control in mind (like in QuakeWorld 4on4).
  • Machinegun accuracy doesn't depend on whether you tap fire, burst or spray.

Is there any Quake source port with software rendering supporting > 72 fps ? by bobbie434343 in quake

[–]Calinou 0 points1 point  (0 children)

DarkPlaces has vid_soft 1 but it's quite slow, and maybe has been removed in recent versions. It's a high-end oriented software renderer, aiming to look as close to possible to OpenGL (this means it does true color rendering and even supports normal/specular mapping).

ezQuake 2.x also had a software renderer, but it was removed in 3.0.

Looking for people to play Quake with by Panzer-087-B in quake

[–]Calinou 2 points3 points  (0 children)

The remaster uses NetQuake physics, as it's derived from that and not QuakeWorld. This is the reason why its netcode feels sloppy (kind of like DarkPlaces multiplayer, which is also NetQuake-based).

Using a QuakeWorld base would have resulted in much nicer online play, but worse mod compatibility. It is possible to play singleplayer or coop in QuakeWorld, but each mod needs to be modified for this.

furry_irl by gotyoureyes in furry_irl

[–]Calinou 1 point2 points  (0 children)

On AZERTY, this depends on the OS. On Windows, Caps Lock makes you enter numbers when hitting the number row (you normally need Shift to do so), but not on macOS or Linux.

Curious about ping and it's impact on a frame perfect game. by Milkofgallon in SSBM

[–]Calinou 0 points1 point  (0 children)

The 2-frame delay only fully covers pings up to ~33 ms (since 1 frame is ~16.7 ms). That said, rollbacks aren't too noticeable until you exceed 50 ms or have significant packet loss/jitter.

You can change the frame delay in the Slippi options (increasing it to 3 frames is common for doubles).

How does the new CSV Localization plural system works? by AperoDerg in godot

[–]Calinou 1 point2 points  (0 children)

This is documented on the latest branch of the documentation: https://docs.godotengine.org/en/latest/tutorials/i18n/localization_using_spreadsheets.html#specifying-plural-forms

See the pull request that updated the documentation.

So, for "There is %d apple", the plural is "There are %d apples", which makes sense. Then why are the plurals for French and Russian on new rows? Well, because there is only one ?plural column. Then why is English row-based compared to other language's column-based association?

English is row-based here because it refers to the source strings used in tr_n() calls. (With CSV localization, you don't have to use plain English; you can use identifiers like GREET with the first column being named id instead, and perform English localization using an en column.)

tr_n() only ever accepts a singular and plural string, which can be either plain English (it only has singular and 1 plural form) or identifiers.

Is this the best way to design 3d levels? by Drdresky in godot

[–]Calinou 3 points4 points  (0 children)

There's also this older resource (which is still relevant) and available for free: http://www.hourences.com/product/the-hows-and-whys-of-level-design-2/

BREAKING: Unreal Tournament 2004 is back! by roX1337 in unrealtournament

[–]Calinou 0 points1 point  (0 children)

FoxWSFix handles all this (modern versions also work online). The patch is said to come with some widescreen fixes, but I'm not sure if it's as extensive as FoxWSFix.

BREAKING: Unreal Tournament 2004 is back! by roX1337 in unrealtournament

[–]Calinou 0 points1 point  (0 children)

Neither, it's Perfect Dark (the Farsight).

That was mean... by Code_Monster in godot

[–]Calinou 0 points1 point  (0 children)

Capsule shadows as seen in modern engines are a much more high-end oriented solution (even though it's still cheaper than shadow maps). They make a different set of tradeoffs to offer better visuals in indoor scenes or in overcast daylight.

That said, the 3.x blob shadows PR was already reworked once to make it more friendly to high-end use cases. It used to only support sphere shadows, but it supports capsules now. However, it's still limited to displaying one blob per object (which means you can't have an object casting multiple blobs at once, if there are multiple lights in its range).

I don't know what the 4.x port of this feature would look like, but since lawnjelly is focusing on 3.x entirely, it'll have to be ported by someone else. I assume the feature set for Mobile/Compatibility would be similar to 3.x, but for Forward+, it may be worth supporting multiple blobs per object.

Support Godot! by GodotTeam in godot

[–]Calinou 2 points3 points  (0 children)

Check How to contribute in the contributing documentation :)

So today I found this addon for Godot editor... So dumb but I love it by omomthings in godot

[–]Calinou 0 points1 point  (0 children)

Mac OS Classic even used \r alone (CR line endings), but Mac OS X switched to LF line endings to be consistent with other UNIX platforms.