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InsideQC Forums • View topic - qbismSuper8 builds

qbismSuper8 builds

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Re: qbismSuper8 builds

Postby Spike » Thu Nov 14, 2013 9:38 pm

The fov aspect should be based upon the vrect rather than the total screen size, which keeps things working fine even if the hud takes a huge chunk out of the screen.
vanilla quake never compensated for non-square pixels (favouring 320*200 over 320*240 when both had the same physical display size on any monitor), so the only 'compatibility' thing is to keep the fov specify the major axis and have the other axis determined as a function of that. Whether you determine the major axis based upon 1:1, 4:3, or 16:10, or whatever the heck it is with the hud chopped out of it too, is up to you. Whichever you pick will mess up the viewmodel in some configuration. :P
For any ratio other than 1:1, you calculate the vertical fov as what it would be if your ratio were current, then calculate the horizontal fov as a function of that. Tall screens will then see much less, but also much less floor too.
Enabling dynamic window resizing first can really help with testing this stuff.
Make sure you properly recalculate fov aspect *after* everything else has been resized, and based only upon the view area's dimensions.
.
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Re: qbismSuper8 builds

Postby qbism » Mon Jan 06, 2014 6:39 am


Build 182 released. Minor stuff. A couple of Zendar hellknights mugging ogres:
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Re: qbismSuper8 builds

Postby leileilol » Mon Jan 06, 2014 4:49 pm

Any reason why it has to cap the framerate at 20 by default?

Any reason why the keyboard turning speed is ludicrously fast and is tied to the framerate?
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Re: qbismSuper8 builds

Postby qbism » Tue Jan 07, 2014 1:00 am

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Re: qbismSuper8 builds

Postby qbism » Tue Jan 07, 2014 3:02 am

...apparently I broke TIMESCALE (QIP modification) a while ago. Turning seems OK after removing it completely.
[EDIT] The build is fixed.
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Re: qbismSuper8 builds

Postby revelator » Tue Jan 07, 2014 10:48 am

Is this one using the new open watcom yet ? :)

I think leilei would be mighty interrested if it is ;)
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Re: qbismSuper8 builds

Postby qbism » Tue Jan 07, 2014 7:33 pm

My friend Levent created a Watcom build of R168
I may not have a chance to try it today, but I was able to compile a previous build from him with OW 2.0 Notes:

I'm sending last edited version. Seems like I have crashes in malloc. cl_demo.c PushFrameposEntry(): newf=malloc(framepos_t); I noted that I should debug it in linux or use VC. Notes are in doc/DONE.txt

exe included in build dir.
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Re: qbismSuper8 builds

Postby revelator » Tue Jan 07, 2014 10:37 pm

Thats quite a nice source setup he made there :shock: gonna see if the bugger runs :)
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Re: qbismSuper8 builds

Postby revelator » Tue Jan 07, 2014 10:41 pm

Yup runs fine but crashes if i try to turn down sound volume hmm ???.
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Re: qbismSuper8 builds

Postby revelator » Tue Jan 07, 2014 11:26 pm

Recompiled the bugger with the latest directx sdk runs fine but still crashes when trying to turn down sound volume, odly enough all other sliders work fine.
Looks like a bug in the sound code, but besides that it runs pretty well. Watcoms debugger unfortunatly does not work on win 7 64 yet :S so it will be quite a hunt unless someone has win 7 32 and got some time
to try and find out where it goes fubar.

P.S watcom uses dwarf debugging so no you cannot use msvc's debugger for it.
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Re: qbismSuper8 builds

Postby qbism » Wed Jan 08, 2014 12:15 am

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Re: qbismSuper8 builds

Postby revelator » Wed Jan 08, 2014 2:54 am

Aye got those warnings myself with gcc, i fixed those in my old realm engine though they did not cause a crash.

Ill check out the console commands, hang on.
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Re: qbismSuper8 builds

Postby revelator » Wed Jan 08, 2014 3:00 am

ok the actual var name is sfxvolume and changing it via the console works so seems theres a bugger in the menu slider code for it :)
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Re: qbismSuper8 builds

Postby revelator » Wed Jan 08, 2014 3:07 am

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Re: qbismSuper8 builds

Postby qbism » Wed Jan 08, 2014 4:28 am

Just ran a build, getting the same crash on both sfx and bgm sliders. Other sliders seem fine.
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