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InsideQC Forums • View topic - Engoo

Engoo

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Re: Engoo

Postby qbism » Wed Jan 02, 2013 4:32 am

Color transition + dithering on the wall seems to actually generate texture detail.
I wonder if a threshold could be set to leave low-contrast neighbors undithered, but may look like blocky compression artifacts in-game.
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Re: Engoo

Postby Spirit » Wed Jan 02, 2013 6:16 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Engoo

Postby leileilol » Wed Jan 02, 2013 7:41 pm

Try the http protocol.

I guess the server after the hardware failure regressed it, and I should update the page
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Re: Engoo

Postby Spirit » Wed Jan 02, 2013 10:29 pm

Cheers!

I swear I tried that earlier without success. Worked now though. :)
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Re: Engoo

Postby leileilol » Sat Jan 05, 2013 6:01 am

Getting the stuff to work in that traitorous derailment of the series was (almost) a matter of copy and paste.
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Re: Engoo

Postby Baker » Sat Jan 05, 2013 7:00 am

Does Engoo have the multi-core clock fix (Windows)?

[Un-clock fixed engines will run super speed and then super-slow, jerking up and down in speed and every machine has been multi-core for a few years now (so 100% chance of problem occurring). This is a Windows thing. Quakeworld and DarkPlaces have had this fixed forever.]
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Re: Engoo

Postby taniwha » Sat Jan 05, 2013 7:09 am

Baker: um... what does the multi-core clock fix involve? This is the first I've heard of it, so I suspect it's not in QF.
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Re: Engoo

Postby Baker » Sat Jan 05, 2013 8:18 am

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Re: Engoo

Postby taniwha » Sat Jan 05, 2013 8:55 am

Thanks, Baker. While QF has indeed inherited the timeGetTime fix from quakeworld, MH's solution looks good. I've just now added it to QF and pushed the changes.
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Re: Engoo

Postby leileilol » Sat Jan 05, 2013 9:11 pm

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Re: Engoo

Postby Baker » Thu Jan 10, 2013 6:42 pm

I took a look at the QIP source and it doesn't address the issue that Quakeworld/DarkPlaces/MH post a tutorial on.

I admit I don't know the repercussions for DOS. But that the fix dated back to Quakeworld, seems like a lock that the MH fix is backwards compatible to Windows 95 and maybe even Windows NT (I don't claim to really know what Windows NT was, I'd guess some sort of in-between of Windows 3.1 and Windows 2000 or whatever that one before XP was called).

Both Quake 2 and Half-Life had the Quakeworld fix too, if that info helps.
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Re: Engoo

Postby qbism » Thu Jan 10, 2013 11:59 pm

QIP fix won't handle this. Pentium dual core needs MH fix. icore is unaffected. My conclusion is based on a testing pool of (2) computers. And one of those is hearsay.
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Re: Engoo

Postby leileilol » Fri Jan 11, 2013 12:03 am

How about AMD? I didn't really experience any fps rollercoaster in any part of Engoo development, and the only Pentiums i test on are all single cores.
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Re: Engoo

Postby qbism » Fri Jan 11, 2013 12:28 am

Well, got an AMD Phenom triple core laptop here that never had a problem. But one user with a P6100 laptop experienced gradual time acceleration while playing, until the fix.
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Re: Engoo

Postby mh » Fri Jan 11, 2013 1:31 am

I've seen two completely different results with stock code on two i7s from different manufacturers; one was fine and the other was crazy fast. It's obviously a BIOS bug rather than a CPU/OS bug, so in theory you could hit it on any machine, even if another with the very same CPU/OS works fine.
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