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Difference between revisions of "QSB"
From Quake Wiki
(First QSB draft) |
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− | Quake Standards Base | + | Quake Standards Base (under construction) |
=== TODO === | === TODO === | ||
− | + | Finalize spec | |
− | ==See Also== | + | === EXTENSIONS === |
+ | QSB will support the [[checkextension]] system, to bring engines which don't already support it up to speed, hence all features will be listed as either existing extensions or new ones will be suggested. | ||
+ | |||
+ | Extensions are listed with descriptions within (sometimes stolen from their respective authors), and a description next to it if the extension differs from the requirement of the standard. | ||
+ | |||
+ | Extensions which make the engine incompatible with the default Quake protocol are noted with a warning, as this is still an ongoing discussion at the time of writing. | ||
+ | |||
+ | |||
+ | [[DP_CL_LOADSKY]] pcx with quake palette minimum for software engines, no limit on texture size and texture sizes do not need to match within the same skybox, loads from $game\env\ | ||
+ | |||
+ | [[DP_GFX_SKYBOX]] pcx with quake palette minimum for software engines, no limit on texture size and texture sizes do not need to match within the same skybox, loads from $game\env\ | ||
+ | |||
+ | [[DP_GFX_EXTERNALTEXTURES]] required for engines with hardware accelerated rendering, optional for software, attempt to load tga before pcx, pcx before lmp, lmp before wad, loading _diffuse _gloss _norm _bump and _luma are optional | ||
+ | |||
+ | [[DP_LITSUPPORT]] required for engines with hardware accelerated rendering | ||
+ | |||
+ | [[DP_BUTTONUSE]] | ||
+ | |||
+ | [[DP_CON_SET]] | ||
+ | |||
+ | [[DP_CON_SETA]] | ||
+ | |||
+ | [[DP_EF_ADDITIVE]] required for engines with hardware accelerated rendering '''(ALTERS NETWORK PROTOCOL)''' | ||
+ | |||
+ | [[DP_EF_FULLBRIGHT]] this includes support for fullbrights on textures in maps and on model skins '''(ALTERS NETWORK PROTOCOL)''' | ||
+ | |||
+ | [[DP_EF_NODEPTHTEST]] | ||
+ | |||
+ | [[DP_EF_NODRAW]] | ||
+ | |||
+ | [[DP_ENT_ALPHA]] full range required for engines with hardware accelerated rendering, software engines round off to the nearest of 25%, 50% and 75% alpha, based on a lookup table. For hardware accelerated engines this includes support for textures with alpha channels on bmodels and model skins. '''(ALTERS NETWORK PROTOCOL)''' | ||
+ | |||
+ | [[DP_ENT_SCALE]] '''(ALTERS NETWORK PROTOCOL)''' | ||
+ | |||
+ | [[DP_ENT_VIEWMODEL]] | ||
+ | |||
+ | [[DP_ENT_EXTERIORMODELTOCLIENT]] | ||
+ | |||
+ | [[DP_INPUTBUTTONS]] | ||
+ | |||
+ | [[DP_MONSTERWALK]] (this one is a maybe, because it doesn't make a lot of sense without SV_PlayerPhysics) | ||
+ | |||
+ | [[DP_MOVETYPEBOUNCEMISSILE]] | ||
+ | |||
+ | [[DP_MOVETYPEFOLLOW]] | ||
+ | |||
+ | [[DP_QC_CHANGEPITCH]] | ||
+ | |||
+ | [[DP_QC_CVAR_STRING]] | ||
+ | |||
+ | [[DP_QC_FINDFLAGS]] | ||
+ | |||
+ | [[DP_QC_FINDFLOAT]] (note, includes findentity) | ||
+ | |||
+ | [[DP_QC_MINMAXBOUND]] | ||
+ | |||
+ | [[DP_QC_UNLIMITEDTEMPSTRINGS]] | ||
+ | |||
+ | [[DP_QC_RANDOMVEC]] | ||
+ | |||
+ | [[DP_QC_TRACEBOX]] | ||
+ | |||
+ | [[DP_QC_TRACETOSS]] (it seems odd to me that this one needs an existing entity to base on, why?) | ||
+ | |||
+ | [[DP_QC_TRACE_MOVETYPE_WORLDONLY]] | ||
+ | |||
+ | [[DP_QC_VECTOANGLES_WITH_ROLL]] | ||
+ | |||
+ | [[DP_SND_DIRECTIONLESSATTNNONE]] | ||
+ | |||
+ | [[DP_SND_FAKETRACKS]] (is this useful without OGG Vorbis or mp3 support?) | ||
+ | |||
+ | [[DP_SOLIDCORPSE]] | ||
+ | |||
+ | [[DP_SV_DRAWONLYTOCLIENT]] | ||
+ | |||
+ | [[DP_SV_ENTITYCONTENTSTRANSITION]] | ||
+ | |||
+ | [[DP_SV_MOVETYPESTEP_LANDEVENT]] | ||
+ | |||
+ | [[DP_SV_POINTSOUND]] | ||
+ | |||
+ | [[DP_SV_NODRAWTOCLIENT]] | ||
+ | |||
+ | [[DP_SV_PRECACHEANYTIME]] | ||
+ | |||
+ | [[DP_SV_ROTATINGBMODEL]] | ||
+ | |||
+ | [[DP_TE_STANDARDEFFECTBUILTINS]]/[[FTE_TE_STANDARDEFFECTBUILTINS]] (depending on type of engine) | ||
+ | |||
+ | [[DP_VIEWZOOM]] '''(ALTERS NETWORK PROTOCOL)''' (can be implemented as a stat to avoid altering network protocol) | ||
+ | |||
+ | [[FRIK_FILE]] the DarkPlaces type, reading inside $game and $game/configs/ is prohibited, writing is restricted to $game/data/ | ||
+ | |||
+ | [[KRIMZON_SV_PARSECLIENTCOMMAND]] | ||
+ | |||
+ | [[FTE_QC_CHECKPVS]] | ||
+ | |||
+ | [[FTE_STRINGS]] (this one's a maybe, is it overkill?) | ||
+ | |||
+ | [[NEH_RESTOREGAME]] | ||
+ | |||
+ | ==== New suggested extensions ==== | ||
+ | [[QSB_GAMEPLAYFIXES]] | ||
+ | |||
+ | [[QSB_FOG]] | ||
+ | |||
+ | [[QSB_MULTICONTENT]] | ||
+ | |||
+ | [[QSB_MOVINGSOUNDS]] | ||
+ | |||
+ | === BUGFIXES === | ||
+ | - render liquid textures of other sizes than 64x64 correctly | ||
+ | |||
+ | - fix rendering of models with large bounding-boxes disappearing at edges of screen | ||
+ | |||
+ | == See Also == | ||
* [[Engine Limits]] | * [[Engine Limits]] | ||
+ | * [[List of builtin functions]] | ||
+ | * [[QSG extensions]] |
Revision as of 18:46, 6 February 2010
Quake Standards Base (under construction)
TODO
Finalize spec
EXTENSIONS
QSB will support the checkextension system, to bring engines which don't already support it up to speed, hence all features will be listed as either existing extensions or new ones will be suggested.
Extensions are listed with descriptions within (sometimes stolen from their respective authors), and a description next to it if the extension differs from the requirement of the standard.
Extensions which make the engine incompatible with the default Quake protocol are noted with a warning, as this is still an ongoing discussion at the time of writing.
DP_CL_LOADSKY pcx with quake palette minimum for software engines, no limit on texture size and texture sizes do not need to match within the same skybox, loads from $game\env\
DP_GFX_SKYBOX pcx with quake palette minimum for software engines, no limit on texture size and texture sizes do not need to match within the same skybox, loads from $game\env\
DP_GFX_EXTERNALTEXTURES required for engines with hardware accelerated rendering, optional for software, attempt to load tga before pcx, pcx before lmp, lmp before wad, loading _diffuse _gloss _norm _bump and _luma are optional
DP_LITSUPPORT required for engines with hardware accelerated rendering
DP_EF_ADDITIVE required for engines with hardware accelerated rendering (ALTERS NETWORK PROTOCOL)
DP_EF_FULLBRIGHT this includes support for fullbrights on textures in maps and on model skins (ALTERS NETWORK PROTOCOL)
DP_ENT_ALPHA full range required for engines with hardware accelerated rendering, software engines round off to the nearest of 25%, 50% and 75% alpha, based on a lookup table. For hardware accelerated engines this includes support for textures with alpha channels on bmodels and model skins. (ALTERS NETWORK PROTOCOL)
DP_ENT_SCALE (ALTERS NETWORK PROTOCOL)
DP_MONSTERWALK (this one is a maybe, because it doesn't make a lot of sense without SV_PlayerPhysics)
DP_QC_FINDFLOAT (note, includes findentity)
DP_QC_TRACETOSS (it seems odd to me that this one needs an existing entity to base on, why?)
DP_QC_TRACE_MOVETYPE_WORLDONLY
DP_SND_FAKETRACKS (is this useful without OGG Vorbis or mp3 support?)
DP_SV_ENTITYCONTENTSTRANSITION
DP_TE_STANDARDEFFECTBUILTINS/FTE_TE_STANDARDEFFECTBUILTINS (depending on type of engine)
DP_VIEWZOOM (ALTERS NETWORK PROTOCOL) (can be implemented as a stat to avoid altering network protocol)
FRIK_FILE the DarkPlaces type, reading inside $game and $game/configs/ is prohibited, writing is restricted to $game/data/
FTE_STRINGS (this one's a maybe, is it overkill?)
New suggested extensions
BUGFIXES
- render liquid textures of other sizes than 64x64 correctly
- fix rendering of models with large bounding-boxes disappearing at edges of screen