can i ask if you have a timeframe to release the updated engine x ?
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Originally posted by syluxman2803 View Postcan i ask if you have a timeframe to release the updated engine x ?
1. I cannot reproduce a status bar issue (I've tried everything).
2. I haven't looked at the cvar save issue.
Status is day-to-day. An update could happen at any time. I am going to guess Wednesday but it could be sooner.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by Baker View PostThings Engine X Needs:
1. Testing for feedback on the default settings and anything that feels wrong.
2. Does it work on your hardware?
3. If you do spot a bug, I definitely want to know.
...Any feedback on usability is greatly appreciated, I have a series of releases of Engine X I want to get out, making sure each one is "right" and "polished" before moving to the next.
A little feedback as requested, based on a couple of nights with EngineX on an old rig...
1. Using the default settings (for me at least) it's is too dark. That may be by design but Gamma 0.6 seems to improve that. The bobbing motion also didn't quite feel right but that's probably down to personal preference. I'm still playtesting it when I get the chance and with a little tweaking it's feeling quite responsive.
2. Only using your OpenGL option, else no
3. Whenever I try to record a demo it crashes. I know Polarite said he had the same problem so it's not just my newbienessEarlier versions seem to record demos without a problem.
3.1 It also doesn't seem to have a cl_webdownload_url set when it comes "out of the box". This is probably not an issue for the majority of players but for those that like a few custom maps for a change, it may be a niggle.
3.2 On the subject of custom maps, when I resolved 3.1, EngineX then seems to download maps in to it's own folder instead of id1/maps. Again, this may be by design.
3.3 It doesnt seem to save any settings "out of the box"
I hope this is of use to you
Kind regards
MontyMr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
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Originally posted by =peg= View PostI noticed EngineX picked the wrong NIC by default, but since it nicely displayed the 2 different ip-addresses in the console while trying to connect it was easy enough to add the correct ip-address to the commandline..
Just a heads up.
Have some more work to do on the cvar system because I can release the update.
[Plus I had to go out-of-town a couple of days messing with my real life time]Last edited by Baker; 05-03-2012, 03:21 PM.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Engine X wouldn't have a problem _now_ if it were to not bind to a single address.
With proquake's protocol changes wait-until-client-sends-us-a-packet changes, the only server issues that remain is that the server is using random ports (port 0=pick one for me) and the ip that it reports is unusable (if a gateway forwards the packet to some internal IP, though if it does it would have to forward lots of other ports too, yay for port 0).
The client being unable to send packets to 127.0.0.1 is fully a net_wins.c bug.
I've said this before though. Just use INADDR_ANY instead of some random interface!
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To clarify Spike's comment, this is a one-line code change.
In WINS_OpenSocket, NQ has:Code:address.sin_addr.s_addr = myAddr;
Code:address.sin_addr.s_addr = INADDR_ANY;
IT LIVES! http://directq.blogspot.com/
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Originally posted by MH View PostTo clarify Spike's comment, this is a one-line code change.
In WINS_OpenSocket, NQ has:Code:address.sin_addr.s_addr = myAddr;
Code:address.sin_addr.s_addr = INADDR_ANY;
Thanks Spike/MHQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by syluxman2803 View Postif i change video resolution settings, screen gets screwy and upon exit engine x crashes. the image below shows the crash.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by syluxman2803 View Postopen glQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Well if I set Engine X to a 1366x768 and quit it will crash everytime I restart it.
I also find Quake looks weird in DX mode...
First is OpenGL
Second is DirectX
AMD E-450 APU
AMD Radeon HD 6320
2G Ram
Latest Catalyst Drivers
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That's most likely due to a different projection matrix and/or frustum being (mis)calculated because at GPU level there is no difference between the two APIs - it's just all registers and data down there.IT LIVES! http://directq.blogspot.com/
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When I hit tab, the scores bleed into the weapon area and dont go away. Does it with both opengl/dir.
I also noticed that it doesnt save config (someone else said this i think). Has there been an update for the bugs?Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));
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