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mankrip

mankrip

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mankrip posts

Underwater Blurriness and Better Horizon Dithering

I'm implementing a higher-res dithering matrix (8x8=64 units) for the sky horizon color fading effect. As can be seen in the first image, the higher-res dithering matrix significantly smooths out t...

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Retroquad 0.21.11 Released

While working on the palette changes, I realized that those changes will have to be very extensive, so I disabled their work-in-progress code to not delay this release any further.

This versi...

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Texture Colorization and Palette Cycling Plans

Before working on generating intermediary colors as mentioned in the previous post, I'm going to work on implementing texture colorization and palette cycling.

Texture colorization is what va...

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TGA Palette Support, and Palette Format Considerations

TGA palette support was already implemented, now I just need to test it.

The only feature still missing in the TGA palette support is intermediary color generation, for palettes generated fro...

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Autosave & Palette Updates

I'm going to create optional autosaves for when shutting down the game, and autoloading them when starting the engine. This will be created in a way that won't conflict with engine crash cases.

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Autosaving Completeness

The autosaving system in Retroquad is really good, but now I'm adding a few extra features to make it even more perfect:

  • First, backtracking. If the player dies a couple seconds after...

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Higher-res Lightmap Considerations

I've done a more polished version of this test area for raytraced dynamic lights, with the ceiling and floor textures scaled at 50% to increase the lightmap resolution by 400% (2 x 2 times), and th...

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Retroquad 0.21.10 Released

This version includes the fully optimized pseudo-deviance filter in the raytraced sampling of the dynamic lights.

And I figured out a way to significantly improve the performance in complex m...

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Pseudo-Deviance Optimization Progress

The raytracing cache for the pseudo-deviance filtering of raytraced dynamic lights has been implemented, which helped to speed up the raytracing a lot.

Since the pseudo-deviance essentially e...

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Crossfading Texturemapping Plans

People who examined Retroquad's source code may have noticed that I wanted to implement a texturemapping mode called "crossfading." It's a texturemapping mode that should smooth out texture transit...

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Real Life Situation

Now, let me apologize for the lack of updates lately. I still haven't finished my answer to the allegations against me in my lawsuit, but I found out that the 15-day deadline won't be set until the...

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Dynamic Lighting Progress

A lot of work was done under the hood. The most noticeable changes are that soft-depth and semitransparent objects will receive raytraced dynamic lighting on their backfaces now, because they shoul...

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Offscreen Raytraced Light Sampling Bug Fixed.

I've fixed a bug where offscreen BSP entities weren't occluding traces.

In this video, you can see the bug. When the button on the wall goes offscreen, it stops blocking the light, and its sh...

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Pseudo-Deviance Improvements

I've implemented curved dynamic intensity into the pseudo-deviance algorithm of the raytraced dynamic light sampling. It's almost as smooth as full deviance, while preserving isolated single-point ...

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Retroquad 0.21.9 Released

This is a WIP version, for the reasons explained in the previous post.

Here's a list of the changes, from the top of my head:

  • • I've tried implementing PNG support again, but ...

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Lawsuit Progress

Here's a real life update.

There's a lawsuit I've opened over a year ago to be able to sell the house inherited by me and my sister from my mom, and this lawsuit is finally progressing.

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Bug Report

There were some good improvements on the code, including a few optimizations in the BSP renderer. However, a number of bugs still need to be ironed out:

  • • Due to the recent changes ...

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Fixing Per-Span Z-Fighting

Vanilla Quake's software renderer does have a pretty bad case of Z-fighting, which only happens between different BSP entities (be it external BSP entities, such as item boxes, or entities built in...

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BSP Entity Bugfixing

I found out that the clipping of BSP entities to the world geometry can crash the engine. While this clipping is responsible for the lack of Z-fighting between BSP entities and the world, it's usel...

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Retroquad 0.21.8 Released

This version fixes a couple bugs:

  • The weapon switching animation in first person view still wasn't being properly reset when toggling the third person camera, because the fix introduc...

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Retroquad 0.21.7 Released

This version fixes a bug with the screen color effects (underwater view, etc.) being not cleared when restarting or changing levels.

I've also tried to fix some other stuff, but I'm completel...

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Retroquad 0.21.6 Released

This version features a more robust version of the fix introduced in the last version.

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Retroquad 0.21.5 Released

This version fixes a vanilla Quake bug that corrupted strings in savegames in a way that broke autoloading.

Some savegames created with previous versions of Retroquad will not work with autol...

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Retroquad 0.21.4 Released for Patrons

This release adds support for autoloading, which automatically reloads the latest savegame that was used in the current level instead of restarting the level from the beginning. This feature comple...

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Lighting Smoothing Plans

I'm looking into ways to smooth out the diagonal shadows in the surface lighting caches when they're expanded from the lightmap data.

First, the good news: Since Retroquad splits the colored ...

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Retroquad 0.21.3 Released

The raytracing on concave edges is properly fixed, and I've also implemented an optimization to precompute all surface coordinates in model space during load time. A NAN issue with the centroid gen...

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Raytraced Light Sampling on Concave Edges Fixed

I've managed to fix this issue with lightmap points in the edges being obscured by neighboring brushes that forms concave edges with the brush of the current surface. The previous attempted solutio...

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Retroquad 0.21.2 Released

This version fixes 3 bugs:

  • Walls were not receiving raytraced lights when the shooter touched them head on; dynamic lights from muzzleflashes were being spawned beyond the player's coll...

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Retroquad 0.21.1 Released

This version has the improved raytracing that's able to cast shadows from BSP entities to the world.

Moving BSP entities can cast shadows upon one another, but only if they don't rotate.

<...

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Buggy Raytracing on Rotated Entities Test

This is my current test setup. An entity casting a big dynamic blue light over two rotating fans with a single world brush in between.

The fan above must block the rays onto the world brush i...

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