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Qrack 1.90

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  • Originally posted by Lightning_Hunter View Post
    Just tried it again to make sure, and there are still mouse issues. Just to clarify, I'm using -dinput and -m_smooth. I never used -noforcemparms, except for testing to see if it fixed anything with this latest beta (which it didn't). It seems to me that mouse smoothing isn't working correctly. If I move my mouse to the left and right VERY slowly, the crosshair will stay perfectly still, not moving at all. In version 1.90, the slightest mouse movement would be picked up. When I run around, the difference in the mouse smoothing is very noticeable.
    m_smooth 1 equals mouse acceleration, (internal algorithm).
    try turning that off.

    Originally posted by Lightning_Hunter View Post
    Hmm, we should exchange config files and batch files (if you use one) to see what is different about our settings. Maybe if I use your settings, I can figure out why we are getting different behavior with some of this stuff. I'll go down the list and compare them to see what is different. I'll PM you soon with my configs.
    k

    Originally posted by Lightning_Hunter View Post
    How does this work? Do you mean there is no more dumping waypoints to Qconsole.txt? Forgive my stupidity, but I am not familiar with a Frikfile.
    YES! FRIKFILE is an engine modification (by Frikac) that adds the ability to write text to a file in QuakeC. FRIKBOT mod supports this feature if found in the engine.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • Originally posted by R00k View Post
      m_smooth 1 equals mouse acceleration, (internal algorithm).
      try turning that off.
      I just tried, and not much difference still. The mouse still doesn't respond as well as it used to. It's almost as if this version of Qrack doesn't make use of my gaming mouse. I'm using a 1000Hz polling rate with 2000 DPI. With a mouse like this, most games respond with the slightest movement, including 1.90 of Qrack. Maybe the latest version isn't doing the same?

      I'll take a look at the Frikfile support. Did you manage to replicate the kndybase packet overflow with the settings I gave you?

      Comment


      • I did not mean fullbright skins, I meant fullbright bits in textures. (But thanks for the misunderstanding, I must add that information to what I am currently working on.)
        Quake 1 Singleplayer Maps and Mods

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        • Ya, basically any value >= 224 (in the Quake pallete) is fullbright, except 255 which is transparent.
          Code:
          qboolean Img_HasFullbrights (byte *pixels, int size)
          {
          	int	i;
          
          	for (i=0 ; i<size ; i++)
          		if (pixels[i] >= 224)
          			return true;
          
          	return false;
          }
          For most glQuake engines its a matter of determining this, setting a TEX_FULLBRIGHT flag, then modifying GL_Upload8
          to create a mask.
          Code:
          	if (mode & TEX_FULLBRIGHT)
          	{
          	// this is a fullbright mask, so make all non-fullbright
          	// colors transparent
          		mode |= TEX_ALPHA;
          		for (i=0 ; i<size ; i++)
          		{
          			p = data[i];
          			if (p < 224)
          				trans[i] = table[p] & 0x00FFFFFF;	// transparent 
          			else
          				trans[i] = table[p];			// fullbright
          		}
          	}
          ...
          So, yes Qrack handles fullbright bits the same way software quake does without external fullbright textures.
          Last edited by R00k; 11-21-2009, 11:06 AM.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

          Comment


          • Excellent, thanks. (Oh dear, I should update my engine comparision thing...)
            Quake 1 Singleplayer Maps and Mods

            Comment


            • Slight correction: fullbrights are actually based off the colormap, which is a combination of diffuse and light. By informal convention it's 224+ (excluding 255), but in software Quake there is absolutely nothing to stop a mod from having a custom colormap that had it's fullbrights at (for example) 17, 82, 113-115, 201 and 218. (Hard-coding of palette indexes in certain parts of the engine, such as the particle system, would have made this a little difficult to achieve).

              In practice 224+ is probably all that you need to worry about as I seriously doubt if any mods were ever made in the software-only days that used a custom colormap.
              IT LIVES! http://directq.blogspot.com/

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              • Originally posted by Lightning_Hunter View Post
                I just tried, and not much difference still. The mouse still doesn't respond as well as it used to.
                i think i found a small bug,

                Code:
                ...
                	old_mouse_x = mouse_x;
                	old_mouse_y = mouse_y;
                should be

                Code:
                	if (m_filter.value > 0)
                	{
                		mouse_x = (mx + old_mouse_x) * 0.5;
                		mouse_y = (my + old_mouse_y) * 0.5;
                	} 
                	else
                	{
                		mouse_x = mx;
                		mouse_y = my;
                	}
                
                	old_mouse_x = mx;
                	old_mouse_y = my;
                so it was exponentially rounding off the m_filter

                i think this bug has been present since 1.85final, this could be why CD didnt like builds above 1.85 for the mouse :X
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • Hmm, 1.85 didn't have any mouse problems for me.

                  Could you PM that compiled code above so I can test it?

                  Comment


                  • issue with 1.95 beta the tell command crashes it like profile did with proquake

                    Comment


                    • mm oh shit tell killed another. !

                      i should NIX 'tell', wtf was it ever for?!

                      Last edited by R00k; 12-02-2009, 11:34 PM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • Originally posted by R00k View Post
                        mm oh shit tell killed another. !

                        i should NIX 'tell', wtf was it ever for?!
                        Well back in the long long ago tell was used as a private messenger for people on ctf and ffa servers in console,eg. tell r00k fix it!, or etc.. instead of mm2... but in the now it dont work anymore it went the way of the hacked arrow.

                        Comment


                        • also it crashes when trying to auto download maps from the bigfoot server

                          Comment


                          • Ya i remmeber 'tell', actually JPG disabled it in PQ so two guys couldnt be on opposite teams and pass love notes.
                            lol @
                            I've been meaning to look at that. Autodownload used to exit gracefully when the map wasnt there. >:#
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                            Comment


                            • Originally posted by Lightning_Hunter View Post
                              Hmm, 1.85 didn't have any mouse problems for me.

                              Could you PM that compiled code above so I can test it?
                              I've found that m_directinput 1 messes up the mouse either its a logitec bug or windows 7. In the OS i turn OFF "enhance pointer precision" then if m_directinput is set ON in my cfg or if i toggle it then alt-tab back to the control panel enhance pointer precision is ON again! This happens also in proquake 4.0. The problem is load up the start map and set m_directinout 1 and then type fov 10 then SLOWly move your mouse in a small circle the crosshair moves in a ~ 8x8 pixel square, not per pixel. toggle m_directinput while in fov 10 and its smooth again. *shrug* turn off m_directinput and use -noforcemparms and your mouse should feel normal.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                              Comment


                              • also it crashes when trying to auto download maps from the bigfoot server
                                Make sure you have your cvars set to a valid URL:

                                cl_web_download 1
                                cl_web_donwload_url "bigfoot.quake1.net/" (<-- mind the trailing "/")

                                Note that auto-download will fail if you encounter a missing map on any other server then EuroQuake, if that map is NOT available from the URL above^^

                                For a full list check here.

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