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  • #61
    can i ask if you have a timeframe to release the updated engine x ?
    My Avatars!
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    • #62
      Originally posted by syluxman2803 View Post
      can i ask if you have a timeframe to release the updated engine x ?
      I've fixed every issue here except:

      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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      • #63
        Originally posted by Baker View Post
        Things 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.
        Hi Baker

        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 newbieness Earlier 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

        Monty
        Mr.Burns
        "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
        WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
        Servers: Quake.shmack.net, damage.servequake.com

        News: JCR's excellent ctsj_jcr map is being ported to OOT

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        • #64
          I 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.

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          • #65
            Originally posted by =peg= View Post
            I 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.
            When everything is said and done, Engine X as a client won't have that as a problem because it will be using connectionless connections like DarkPlaces or ZQuake's "NetQuake".

            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 ...

            Comment


            • #66
              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!
              Some Game Thing

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              • #67
                To clarify Spike's comment, this is a one-line code change.

                In WINS_OpenSocket, NQ has:
                Code:
                address.sin_addr.s_addr = myAddr;
                The original DOS Quake, Quake II and QuakeWorld all have:
                Code:
                address.sin_addr.s_addr = INADDR_ANY;
                IT LIVES! http://directq.blogspot.com/

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                • #68
                  Originally posted by MH View Post
                  To clarify Spike's comment, this is a one-line code change.

                  In WINS_OpenSocket, NQ has:
                  Code:
                  address.sin_addr.s_addr = myAddr;
                  The original DOS Quake, Quake II and QuakeWorld all have:
                  Code:
                  address.sin_addr.s_addr = INADDR_ANY;
                  Interesting. I'll have a look at that.

                  Thanks Spike/MH
                  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 ...

                  Comment


                  • #69
                    crash...

                    if i change video resolution settings, screen gets screwy and upon exit engine x crashes. the image below shows the crash.
                    Attached Files
                    My Avatars!
                    Quake Leagues
                    Quake 1.5!!!
                    Definitive HD Quake

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                    • #70
                      Originally posted by syluxman2803 View Post
                      if i change video resolution settings, screen gets screwy and upon exit engine x crashes. the image below shows the crash.
                      Thanks for bug report. Is this using Direct3D or OpenGL as the renderer?
                      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 ...

                      Comment


                      • #71
                        open gl
                        My Avatars!
                        Quake Leagues
                        Quake 1.5!!!
                        Definitive HD Quake

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                        • #72
                          Originally posted by syluxman2803 View Post
                          open gl
                          I'll look into that. Thanks for the info.
                          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 ...

                          Comment


                          • #73
                            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
                            Attached Files

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                            • #74
                              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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                              • #75
                                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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