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fuhquake-multiview client released
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oppy



Joined: 16 Aug 2003
Posts: 13

PostPosted: Tue Sep 09, 2003 4:34 am    Post subject: fuhquake-multiview client released Reply with quote

I've decided to release the multiview client I've been working on. It's based on the fuhquake 0.28 source and can be found at http://www.daddied.com/oppy/fuhquakemv/.

Please note that it only works with mvd demos! Also if you have an ATI card remember to use -maxtmu2 on command line as fuhquake + mvd have an issue without that parameter.

Enjoy.. :)

--
win32: http://www.daddied.com/oppy/fuhquakemv/fuhquakemv-gl.exe
linux: http://www.daddied.com/oppy/fuhquakemv/fuhquakemv-gl.glx
readme: http://www.daddied.com/oppy/fuhquakemv/multiview.txt

screenshots:






Last edited by oppy on Wed Sep 17, 2003 4:35 am; edited 3 times in total
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Tue Sep 09, 2003 4:50 am    Post subject: Reply with quote

great work Oppy
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Jebur



Joined: 08 Apr 2003
Posts: 22
Location: Stockholm, Sweden

PostPosted: Tue Sep 09, 2003 5:06 am    Post subject: Reply with quote

This owns! Thanks Oppy.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Tue Sep 09, 2003 7:48 am    Post subject: Reply with quote

would be nice to have a 'preserve aspect ratio' option for when doing cl_multiview 2

personally dont like the 2 views being stretched horizontally, would rather have some blank space
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Tue Sep 09, 2003 8:05 am    Post subject: Reply with quote

I like oldmans suggestion, would be good so some things aren't streched like crazy Very Happy

But this is a very nice idea, espically usefull when trying to work out the tatics a team is using on a 4on4 game Very Happy
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Tue Sep 09, 2003 8:23 am    Post subject: Reply with quote

another suggestion is this

in code terms:
if numplayers < cl_multiview.value

then instead of showing each persons pov more than once u could fill the other view with something useful like a top down view of the whole map possibly with drawnames on to show the duellers positions, obviously problem with this is the camera placing would be map specific but i'm sure it wouldn't take long to go through most common maps seen in mvds and choose some suitable co-ordinates to hardcode into the client
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oppy



Joined: 16 Aug 2003
Posts: 13

PostPosted: Tue Sep 09, 2003 8:24 am    Post subject: Reply with quote

I'd rather crop off parts of the top and bottom - this, I believe, is what is done in Q3OSP.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Tue Sep 09, 2003 8:26 am    Post subject: Reply with quote

huh? wouldn't that just make the ratio of horizontal to vertical even higher?
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oppy



Joined: 16 Aug 2003
Posts: 13

PostPosted: Tue Sep 09, 2003 8:31 am    Post subject: Reply with quote

not at all if I use the aspect of a fullscreen view, simply cut off bits of the top and bottom to make it only fill half the screen.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Tue Sep 09, 2003 8:41 am    Post subject: Reply with quote

oh i see what u mean - probably would work nicely, depends how much of the view u end up losing out on
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JKova



Joined: 05 Feb 2003
Posts: 63
Location: Helsinki, Finland

PostPosted: Tue Sep 09, 2003 9:59 am    Post subject: Reply with quote

My god. This one is just fantastic.
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Scuba Steve



Joined: 02 Oct 2002
Posts: 125
Location: Massachusetts

PostPosted: Tue Sep 09, 2003 11:10 am    Post subject: Reply with quote

Very nice.

If anyone is having trouble with this, check first that you have gl_clear set to 0. Took me a while to figure that out Wink
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Tue Sep 09, 2003 11:38 am    Post subject: Reply with quote

Anyway this could be used during a game by a team-based mod?
Just think about the possibility of a team based game having a captain that couldn't play, but instead was aloud to spec every team member and coordinate their teams efforts during the game.
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Tue Sep 09, 2003 11:42 am    Post subject: Reply with quote

By the way, I like this method of Fuhquake's development. That is, Fuh implements stuff he likes and gets to pick and choose from experimental clients. That way Fuhquake avoids becoming another Quakeforge (i.e. Bugforge), but at the same time other people get to contribute stuff if their stuff proves itself worthy.
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oppy



Joined: 16 Aug 2003
Posts: 13

PostPosted: Tue Sep 09, 2003 11:48 am    Post subject: Reply with quote

thanks for pointing that out Scuba Steve, I have uploaded a fixed version so gl_clear 1 doesn't stuff it up
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oppy



Joined: 16 Aug 2003
Posts: 13

PostPosted: Tue Sep 09, 2003 12:22 pm    Post subject: Reply with quote

Luke: I don't see that happening and I certainly wouldn't want QW to have the coach mode that plagues Quake 3 :). Though I do see a possibility to have multiview working on a server so spectators watching a match at a LAN on a big screen get more enjoyment or perhaps a shoutcaster who will get an edge on reporting by seeing more views at once.
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Claymore



Joined: 18 Jun 2003
Posts: 210
Location: Portugal

PostPosted: Tue Sep 09, 2003 1:14 pm    Post subject: Reply with quote

That 4 view stuff can really make your graphics card burn Smile . By having 4 views she will have to render 4 views, having 4x work. But i nice feature, can't you modify it for realtime ?
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Mercury



Joined: 06 Oct 2002
Posts: 140
Location: Adelaide, Australia

PostPosted: Tue Sep 09, 2003 1:18 pm    Post subject: Reply with quote

who cares its leet gw oppy
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Claymore



Joined: 18 Jun 2003
Posts: 210
Location: Portugal

PostPosted: Tue Sep 09, 2003 1:48 pm    Post subject: Reply with quote

It's a feature and every single feature is a good thing.
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Up2nOgOoD[ROCK]



Joined: 10 Nov 2002
Posts: 239
Location: California :)

PostPosted: Tue Sep 09, 2003 2:59 pm    Post subject: Reply with quote

what does gl_clear do?
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-width 1280 -height 1024 -conwidth 800 -conheight 600 -bpp 32 +set vid_displayfrequency 60 -mem 64 -zone 1024 +set s_khz 44 +set cl_confirmquit 0 -dinput
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