Announcement

Collapse
No announcement yet.

this is embarassing

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by hondobondo View Post
    i really really like fitzquake, except for this strangeness:



    i have no idea whats going on here
    If you are referring to the skin, it is probably a bug --- but it is the engine or your model or texture somehow isn't known, but I have to assume it works ok in Enhanced GLQuake.

    A) Is this just the skins as the problem?
    B) Does it happen for 1 model? All models? 1 model sometimes?

    The thing is almost no one uses external textures with this engine because none of the single player types are into that stuff, although I gave it some tests.

    If you supply me the model and the skin, I might be able to take a look at it in the next 24 hours.
    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


    • #17
      Originally posted by Baker View Post
      If you are referring to the skin, it is probably a bug --- but it is the engine or your model or texture somehow isn't known, but I have to assume it works ok in Enhanced GLQuake.

      A) Is this just the skins as the problem?
      B) Does it happen for 1 model? All models? 1 model sometimes?

      The thing is almost no one uses external textures with this engine because none of the single player types are into that stuff, although I gave it some tests.

      If you supply me the model and the skin, I might be able to take a look at it in the next 24 hours.
      its the same with the other player model indexes (indices?) that are used in the qc. when the player is transformed into a robot it does the same thing. enhanced glquake doesn't do it quite right either. the engine uses the model texture not the external one. darkplaces and directq use the correct external texture. here is the link to the models and the skins:

      https://dl.dropboxusercontent.com/u/...yer-models.rar
      SuperDuper Quake 3.0

      Comment


      • #18
        Are you saying you change the player model during the game from one model to another model?

        And after that, that's when it messes up?
        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


        • #19
          it's possible that the naming of the textures is not compatible with fitzquake.
          plrobot.mdl_1.tga lol i REALLY hate that syntax.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

          Comment


          • #20
            Originally posted by Baker View Post
            Are you saying you change the player model during the game from one model to another model?

            And after that, that's when it messes up?
            no. as soon as the chasecam is active it looks like that. it does the same thing when the player is a robot. however if i use player model plbsaw.mdl it looks fine, but it doesn't use external textures. i'll upload that when i get home
            SuperDuper Quake 3.0

            Comment


            • #21
              Looks like any use of an external texture for the player model causes this problem.

              Since external textures can't be colormapped, I admit that I never tried an external texture for the player model. Could be the whole FitzQuake skin "pipeline" for textures isn't prepared for one it can't color map.

              Interesting ....
              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


              • #22
                I have a version that should address this. I'll upload it here in a bit.
                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


                • #23
                  Mark V - July 14 2016 build - OpenGL version

                  http://quakeone.com/proquake/interim...14_windows.zip

                  Single changed source code file from the February 7 2016 source is included in the zip.

                  Should fix your problem, I expect.
                  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


                  • #24
                    awesome i'll check it out
                    SuperDuper Quake 3.0

                    Comment


                    • #25
                      Originally posted by hondobondo View Post
                      awesome i'll check it out
                      Let me know.

                      The Mark V source posted earlier in this thread, and then replace the gl_rmisc.c from the above binary and you'd be ready to compile.

                      There is a Visual Studio 2008 .vcproj file and if you open that in free Visual Studio C++ 2008, which I linked earlier in the thread, click Build and select the GL Release build and then compile. (I assuming you need to raise the model max verts constants). Should be pretty straightforward. Again, I'm assuming you need to jack the verts limit.
                      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


                      • #26
                        Originally posted by Baker View Post
                        Let me know.

                        The Mark V source posted earlier in this thread, and then replace the gl_rmisc.c from the above binary and you'd be ready to compile.

                        There is a Visual Studio 2008 .vcproj file and if you open that in free Visual Studio C++ 2008, which I linked earlier in the thread, click Build and select the GL Release build and then compile. (I assuming you need to raise the model max verts constants). Should be pretty straightforward. Again, I'm assuming you need to jack the verts limit.
                        that issue is fixed thanks. everything compiles ok but when i run it, it says its missing "pcthreadvc2.dll". the engine runs fine in small maps or in enclosed areas of big maps, but in larger maps sounds and entities are dropped and there are a lot of packet overflows.

                        i dont even know what r_speeds are. i just try to stay within the big cube when building a map. that's my guideline XD

                        anyway, here's the mod
                        SuperDuper Quake 3.0

                        Comment


                        • #27
                          Originally posted by hondobondo View Post
                          that issue is fixed thanks. everything compiles ok but when i run it, it says its missing "pcthreadvc2.dll"
                          What did you compile it with? I've never heard of "pcthreadvc2.dll" and Mark V has run on super-ancient really bad computers.

                          Mark V must be compiled with Visual Studio 2008 selecting the GL Release build (Build->Configuration Manager->Select "GL Release" and click OK or whatever) otherwise it has a nasty dependency, maybe it's that dll you mentioned? I don't know. But it must be compiled Visual Studio 2008 to not have the dependency.

                          the engine runs fine in small maps or in enclosed areas of big maps, but in larger maps sounds and entities are dropped and there are a lot of packet overflows.
                          No there aren't (99.9999% certainty) ...

                          Because the FitzQuake protocol 666 limits are massive. Those messages like the following are simply messages letting you know that other Quake engines might not be able to run your map or mod ...

                          "Warning: 256 models exceeds standard limit of 256.
                          Warning: 594 sounds exceeds standard limit of 256."

                          That is NOT entities or sounds being dropped. It is simply a note that prints to console. The FitzQuake protocol 666 entity limit is enormous, in Mark V you'd need I think 4000 entities.

                          Just means that those exceed standard Quake limits. Maybe those messages should be disabled by default these days, but FitzQuake displayed the messages back in 2009 so mappers could more easily make maps compatible with other non-enhanced Quake engines.

                          You could prevent those from printing by ...

                          If you open console.c and find this function and comments out the lines except it needs to do the "return 0;" thing.
                          Code:
                          int Con_Warning (const char *fmt, ...)
                          {
                          // <---- add some // to comment out the lines, then that won't display
                          //	VA_EXPAND (msg, MAXPRINTMSG, fmt)
                          //
                          //	Con_SafePrintf ("%sWarning: %s", isDedicated ? "": "\x02", msg);
                          
                              return 0;
                          }
                          Last edited by Baker; 07-15-2016, 11:31 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


                          • #28
                            Originally posted by Baker View Post
                            What did you compile it with? I've never heard of "pcthreadvc2.dll" and Mark V has run on super-ancient really bad computers.

                            Mark V must be compiled with Visual Studio 2008 selecting the GL Release build (Build->Configuration Manager->Select "GL Release" and click OK or whatever) otherwise it has a nasty dependency, maybe it's that dll you mentioned? I don't know. But it must be compiled Visual Studio 2008 to not have the dependency.



                            No there aren't (99.9999% certainty) ...

                            Because the FitzQuake protocol 666 limits are massive. Those messages like the following are simply messages letting you know that other Quake engines might not be able to run your map or mod ...

                            "Warning: 256 models exceeds standard limit of 256.
                            Warning: 594 sounds exceeds standard limit of 256."

                            That is NOT entities or sounds being dropped. It is simply a note that prints to console. The FitzQuake protocol 666 entity limit is enormous, in Mark V you'd need I think 4000 entities.

                            Just means that those exceed standard Quake limits. Maybe those messages should be disabled by default these days, but FitzQuake displayed the messages back in 2009 so mappers could more easily make maps compatible with other non-enhanced Quake engines.

                            You could prevent those from printing by ...

                            If you open console.c and find this function and comments out the lines except it needs to do the "return 0;" thing.
                            Code:
                            int Con_Warning (const char *fmt, ...)
                            {
                            // <---- add some // to comment out the lines, then that won't display
                            //	VA_EXPAND (msg, MAXPRINTMSG, fmt)
                            //
                            //	Con_SafePrintf ("%sWarning: %s", isDedicated ? "": "\x02", msg);
                            
                                return 0;
                            }
                            i literally know next to nothing about engines, but i know how this mod is intended to play, and i know it works with enhanced glquake
                            anyway...
                            comparison video

                            edit: turns out everything works if i dont run as a listen server, but then i can't add frikbots. and if i die i have to start all over, which isn't how the mod is intended to run. i suppose i could change that
                            Last edited by hondobondo; 07-16-2016, 01:26 AM.
                            SuperDuper Quake 3.0

                            Comment


                            • #29
                              Originally posted by hondobondo View Post
                              i literally know next to nothing about engines, but i know how this mod is intended to play, and i know it works with enhanced glquake
                              anyway...
                              comparison video
                              Ok, I see what you are saying there. Did you record that in a demo?

                              If so, could you upload the demo from Enhanced GLQuake and the one from Mark V so I can examine the contents of the demo.

                              You're right, I don't know your mod but you certainly do.

                              There are various constants inside each engine, like max number of particles rendered all at once and max number of sounds played throughout the engine.

                              But without direct examination, I wouldn't be able to determine which of the numerous different possibilities it could be.
                              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


                              • #30
                                Originally posted by hondobondo View Post
                                edit: turns out everything works if i dont run as a listen server, but then i can't add frikbots. and if i die i have to start all over, which isn't how the mod is intended to run. i suppose i could change that
                                Ah, you added that part.

                                Yes! I didn't know you were running as a server.

                                Makes a significant difference in some circumstances. I'll have to think about that, but somewhere there is a simple number you can use to jack the limit higher or remove the cap like what Enhanced GLQuake does.

                                You aren't using a router in that circumstance so you wouldn't care about that.

                                (I ran your mod in single player mode and did not experience a cut-off, obviously --- and I was shooting guns constantly, etc, etc.

                                But I wasn't using -listen like you were. )
                                Last edited by Baker; 07-16-2016, 01:35 AM.
                                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

                                Working...
                                X