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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby mankrip » Mon Apr 08, 2013 9:17 pm

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Re: qbismSuper8 builds

Postby Baker » Tue Apr 09, 2013 2:49 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: qbismSuper8 builds

Postby qbism » Tue Apr 09, 2013 4:33 am

Thanks, r_drawflat 1 check was the ticket. It didn't affect the gray void, which ruled out a lot of things. So with some testing I found the exact build where the debug is broken and am looking at the diff.

Hopefully the "release-only" side of the issue will clear itself up when the boo-boo is found! Otherwise will try the screaming thingy.
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Re: qbismSuper8 builds

Postby qbism » Sat Apr 13, 2013 4:45 am

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Re: qbismSuper8 builds

Postby mankrip » Sat Apr 13, 2013 5:17 pm

Quake's video mode changing is a mess anyway. And not everything is recalculated on the correct order, so I'm getting video aspect problems in my engine when switching between some resolutions. Updating the video aspect from the menu fixes that, but is not a true solution.

There's a lot of work to be done on that.
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Re: qbismSuper8 builds

Postby revelator » Sat Apr 13, 2013 6:09 pm

Gcc has a known history of goofing up with agressive optimization :)
some versions Work some dont so as a rule of thumb i allways use O2 and specific optimization options to rule out the optimization switches that fail.
4.8.0 has a bug with O3 optimization producing bad results i hope 4.8.1 will have it fixed when it comes.
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Re: qbismSuper8 builds

Postby qbism » Sat Apr 13, 2013 6:22 pm

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Re: qbismSuper8 builds

Postby mankrip » Sat Apr 13, 2013 7:00 pm

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Re: qbismSuper8 builds

Postby szo » Sat Apr 13, 2013 7:27 pm




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Re: qbismSuper8 builds

Postby revelator » Sat Apr 13, 2013 9:52 pm

It was very specific ill see if i can dig up the bugzilla id but it was also causing some trouble for me with some code that other compilers handled well.
Btw i hear rumors that lto broke with 4.8.0 on Windows gonna check it tomorrow as its quite late here now :)
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Re: qbismSuper8 builds

Postby revelator » Sat Apr 13, 2013 10:02 pm

I think it was this one i remember i couldnt get the code to run unless i added -fwrapv to the -O3 optimizations, it seems to be caused by the switch from ppl to isl optimization libraries. There was also a bug in current release binutils (cant remember bug id) that caused nm to fail generating symbols for dll builds so the compiler i provide comes with the latest
cvs version which has that fixed (does not affect exe builds so should be fine for quake but better safe than sorry). 4.8.0 still has a rather large list of serious regressions which will hopefully be fixed with 4.8.1.

4.8.0 is neither worse nor better than many compilers :) in fact gcc mostly does a better job than msvc but this release features a slew of new additions like SSE (64 bit only) so its predictable that there might be some bumps in the road.
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Re: qbismSuper8 builds

Postby qbism » Sun Apr 14, 2013 4:21 am

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Re: qbismSuper8 builds

Postby szo » Sun Apr 14, 2013 6:31 am




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Re: qbismSuper8 builds

Postby revelator » Sun Apr 14, 2013 5:06 pm

target specific aye :) and aye its SEH was a bit tired when i wrote it.
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Re: qbismSuper8 builds

Postby qbism » Mon Apr 15, 2013 12:09 am

Bug-fixes. [EDIT]: Just realized runes overlap hud numbers in "sbar 4" mode. Will fix next time.
Automatic hud and centerprint text scaling, from Makaqu 1.6.
sv_cullentities cvar - Reduces network traffic and cheat potential by culling entities that player can't see. On by default. From r00k post.
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