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InsideQC Forums • View topic - QuakeForge 0.5.99 Beta 2 Released

QuakeForge 0.5.99 Beta 2 Released

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QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Sun Dec 11, 2011 2:57 am

Hot on the heels of Beta 1, here comes Beta 2 :D





The Win64 portability issue mentioned by szo has not yet been fixed.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby szo » Sun Dec 11, 2011 10:32 am

Regarding the OpenBSD fix by sign extending the result returned by Msg_ReadShort(),
is it not safer to always do that in Msg_ReadSort() itself like the original ID code does?
i.e. c = (short)(msg->message->data[msg->.... ??



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Re: QuakeForge 0.5.99 Beta 2 Released

Postby qbism » Mon Dec 12, 2011 6:07 am

I just tried out nq_sdl and nq_sdl32 in Windows 7. Windowed mode works, except it doesn't capture the mouse (the cursor can move off-screen even when focused) -width and -height can set windowed size, but I couldn't get fullscreen at any resolution. "vid_updatefullscreen: error setting fullscreen"

Color rendition was very good, bright (for Quake) without washing-out. Did not need to set gamma. FPS seemed high. Using i3 processor.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Mon Dec 12, 2011 8:13 am

szo: that sign extension isn't the OpenBSD fix, pthread.m4 and Makefile.am stuff is. As for changing from original code: I did not like -1 being both data and error code. (of course, I then go and through that away, but that's a separate bug).

qbism: thanks for the reports. I don't know if I will be able to fix them as I don't grok windows, but I'll see what I can do. Nice that out-of-the-box, QF is otherwise pleasing for you.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby mh » Mon Dec 12, 2011 5:17 pm

I've tested both the SGL and WGL versions of this on an older Dell PC with Windows XP and Intel 945 graphics.

Neither draw the world, the menus or the console (aside from the console background).

The WGL version has a command-prompt window behind it which all console input and output is redirected to.

Gonna try Windows 7/NVIDIA later on.

Update.

OK, both work on NVIDIA/Win 7, at least so far as the renderer is concerned.

Also got the mouse capture problem in the SGL version which makes it unplayable in windowed mode. Mouse didn't work at all in WGL, and WGL also had the command prompt window appear behind the main game window here.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Thu Dec 15, 2011 8:02 am

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Re: QuakeForge 0.5.99 Beta 2 Released

Postby mh » Thu Dec 15, 2011 1:31 pm

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Re: QuakeForge 0.5.99 Beta 2 Released

Postby qbism » Thu Dec 15, 2011 5:41 pm

Pardon a Linux noob question, but it seems I was able to compile in Linux from xterm with "make INSTALL", but in what directory do the executable files get written?
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby Spirit » Thu Dec 15, 2011 6:33 pm

/usr/local/bin/ for me, but it probably depends on your distribution's setup. If you know an executable's name you can use which, eg "which nq-sdl" to see its path.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Fri Dec 16, 2011 12:41 am

Leave others their otherness.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Fri Dec 16, 2011 10:14 am

Leave others their otherness.
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Re: QuakeForge 0.5.99 Beta 2 Released

Postby taniwha » Wed Dec 21, 2011 9:53 am

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