Panquake Info

Panquake Download Panquake
Filename: panquake.zip
Author: Aardappel
Size: 273.6 KB
Created: 5/10/2001
Updated: 6/18/2002
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Panquake Details
This is a Quake sourceport hack that gives you a "panorama" mode, allowing you to see 360 degrees around.

PanQuake - a quick Quake sourceport hack by Aardappel


This sourceport has just one feature: a "panorama" mode, allowing you
to see 360 degrees around. Works correctly with mlook.

installation: move the .exe to your quake dir. run. enjoy.

new console variables (all persistent):

pan (0/1, default 1):

turn panorama mode on or off. When panorama mode is off,
PanQuake behaves identically to GLQuake, so you can use it
as a drop-in replacement

pfov (10..1000):

controls the panorama fov. pfov also indirectly determines
the height of the view, so high fovs give you letterboxed
views, and low fovs are only possible if they fit on screen.
try various values, 150-180 are good values to start with,
hardcore players will want to experience 270 or so.
Values >360 will repeat parts of the view.
(note that this var and others may automatically be adjusted
upon viewchanges, statusbar etc.)

slices (5..51, default 13):

controls in how many slices the view is rendered. The higher this
number, the better the visual quality (the rounder things will look),
but also the slower your fps will be. The default is a pretty good
tradeoff. How far you can push this setting mainly depends on your
cpu, less so your 3d card: people with 1ghz+ boxes can try for
example 17, people with slow cpu's may have to step back to 9 or so.
Note that the higher the pfov, the more slices you will generally
need to make it look good.
When playing maps with high r_speeds or many models in view, you
may have to reduce this value.

pyscale (100..200, default 120):

this var controls the Y fov scale of the panorama rendering.
increase this value if you want to reduce the letterbox effect
with high pfovs, decrease it if you want to use lower pfovs.

r_torches (0/1, default 0):

turns rendering of torches on or off. for some reason, torches
greatly slow PanQuake down, so I turned them off by default (lame
solution, I know). This var is here so you can turn em back on
if they are important to you (screenshot etc.)



GLQuake build only, sorry... if you want any of the other Quake variants,
build em yourself. To do so, get the original GPL quake sources, and plug
in the source files supplied.

if you want to look at the source (ugly, its a hack), simply grep for
"//aard" in the sources supplied, which marks most of my modifications.

known bugs:
- when pfov<180, some combinations of pfov & slices will make the edges
of these screen to start to grey out some polygons. To avoid this, have
pfov 180 or over, or simply choose different values for pfov & slices.
I haven't figured out why this happens yet.
- "seams" can show up if you look very closely between the slices, with
some odd combinations of pfov/slices. This does not happen for common
values, and can easily be avoided by changing these settings.
- if you play at around pfov 360 with r_drawviewmodel 1, it renders
the fire part of the model "behind" you. This is normal. switch the
model off if it bothers you.
- some odd rendering behaviour that I didn't fix, i.e. sprite animations
that go too fast etc.

if you have fixes for the first 2, please tell me.


history:

I have always wanted to do an OpenGL version of my other quake source
port hack, FisheyeQuake, but this turned out to be harder than I thought.
Since making it render in panorama mode (1 axis fisheye :) is so easy,
I made that for the time being (based on a sw quake panorama hack from
way back). GLFisheyeQuake will come, one day...

The only reason for hack is that I love fisheye and wide views in general,
if you reckon the purpose of it is cheating, grow up.
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