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I have a question, how do you prevent the FPS drop when using items like Quad Damage and the Pentagram? Every time I use it my FPS drops from a favorable 120 to 60
I have a question, how do you prevent the FPS drop when using items like Quad Damage and the Pentagram? Every time I use it my FPS drops from a favorable 120 to 60
The best way is to use -gamma 0.65 in the command line.
Example:
"c:\quake\glpro399.exe" -gamma 0.65
(I use 0.65, adjust as you see fit).
ProQuake 3.99 has 2 brightness systems
1) Default = hardware gamma scheme (like most other new engines)
2) Old ProQuake gamma system = command line only
If you use -gamma x.xx on the command line, you won't be able to adjust it when playing the game. Plus it looks a little bland.
But it is a great deal faster.
/This applies only to the Windows version.
If that doesn't fix your problem let me know.
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 ...
I might include it in the next version. It'd probably be called nprpro.exe in the zip.
This was mostly a result of me getting annoyed with how ALT-TAB and nprquake trashed my screen and then there are 500 other fixes in ProQuake 3.99 that I hate not having available.
Eventually, I'm considering *maybe* having a render choice in video options with 3 options: GLQuake (the ProQuake look), NPRQuake and FitzQuake. But I imagine that will be way down the road just because I have other stuff that I'll be working on.
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 ...
I always found NPR one of the sexiest quake clients ever, next to darkplaces, qrack, and joequake. Include it! Include it!
/warning: technobabble
I want to.
I'm getting a crash when a rockets and vore balls explode, other than that it works perfectly. I'm trying to determine a debug strategy. If I do r_drawentities 0, no crash. So I don't think it is the effects, I think it is the drawing of the sprite. Ugh.
/And the renderers don't actually support interpolation (interpolation = animation smoothing) and that annoys me just a little. You know, all I want is everything. Is that too much to ask?
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 ...
Disclaimer aside, come hell or high water by the end of this night I'm going to have alpha support, .ent support and map download in a new release of ProQuake 3.99.
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 ...
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 ...
I'm going to bury this in here because I can never find it when I need it:
I've rewritten a ton of code to try to make everything operating system independent as it can be:
/*
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// version.h
#ifndef VERSION_H
#define VERSION_H
// Create our own define for Mac OS X
#if defined(__APPLE__) && defined(__MACH__)
# define MACOSX
#endif
// Define user-readable operating system text
#ifdef _WIN32
# define OS_NAME "Windows"
#elif defined(MACOSX)
# define OS_NAME "Mac OSX"
#else // Everything else gets to be Linux for now
# define OS_NAME "Linux"
#endif
// Define Movie Capture Capable Setups (under current scheme)
#ifdef _WIN32
# define SUPPORTS_AVI_CAPTURE // Hopelessly Windows locked
# define SUPPORTS_INTERNATIONAL_KEYBOARD // I only know how to detect and address on Windows
# define SUPPORTS_CD_PLAYER // Windows yes, maybe Linux too. Not MACOSX, Fruitz of Dojo not support it.
# define SUPPORTS_DEMO_AUTOPLAY // Windows only. Uses file association
#endif
#if defined(_WIN32) || defined(LINUX)
# define SUPPORTS_CHEATFREE_MODE // Only Windows and Linux have security modules.
#endif
// Define Hardware Gamma Capable Setups (under current scheme)
// Define ALT-ENTER and Video Mode Switch Capable GL Clients
#if defined(_WIN32) && defined(GLQUAKE) && !defined(D3DQUAKE)
# define SUPPORTS_ENHANCED_GAMMA // Windows only for now. Probably can be multiplat in future.
# define SUPPORTS_GLVIDEO_MODESWITCH // Windows only for now. Probably can be multiplat in future.
#elif defined(D3DQUAKE) || defined(MACOSX)
# define SUPPORTS_SIMPLE_GAMMA // Question: Does the brightness slider bar work. WinQuake yes. D3DQuake yes. MACOSX GL yes.
#endif
int build_number (void);
void Host_Version_f (void);
char *VersionString (void);
#endif
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 ...
I had to stop working on this for 5-6 days due to the Thanksgiving holiday and next time I'll know to release a new version no matter what before one of those because it is difficult to pick up where I left off with a gap like that.
Doesn't have everything I wanted in it. I was working on the completion of the integration of the Mac version, but didn't finish that before the holiday hit.
The only really interesting new feature is the support for running maps with alpha transparency.
And the host_sleep 1 feature. The rest are boring debug fixes or boring changes unrelated to gameplay (like the new default noclip behavior that lets you move vertically).
I guess I also added the ability to set the gun to the side. Set r_viewmodeloffset X to a value like 5 (to the right) or (-5 to the left). 0 = default = normal.
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 ...
The only really interesting new feature is the support for running maps with alpha transparency.
sweet!
i did some testing with the progs.dat from back2forwards and i noticed that when using a sky texture, it does not always render transparently.. dunno if this should be considered a bug but i figured i'd mention it anyways..
is there any way alpha support could be made without the need for a special progs.dat? would be nice if it could be used in dm maps with any mod
Originally posted by Baker
And the host_sleep 1 feature. The rest are boring debug fixes or boring changes unrelated to gameplay (like the new default noclip behavior that lets you move vertically).
host_sleep 1 did not seem to make any difference on my system.. still running at 99% cpu
and i noticed that when using a sky texture, it does not always render transparently.. dunno if this should be considered a bug but i figured i'd mention it anyways..
Got screen shot? My imagination sucks.
is there any way alpha support could be made without the need for a special progs.dat? would be nice if it could be used in dm maps with any mod
The transparency information is non-standard data that alters the Quake protocol (the Nehahra protocol). So if you record a demo on that map using the required progs.dat and try to play it in stock GLQuake the demo won't play (it'll crash GLQuake).
Likewise if a server run it, original id1 clients would crash. [Demos are just a recording of the network data.]
But yes, I agree that'd be nice. Who knows what the future holds but for now, it isn't possible in a way that wouldn't mess with things.
host_sleep 1 did not seem to make any difference on my system.. still running at 99% cpu
The way that feature works is that it yields to CPU when it isn't running a frame. So the pq_maxfps value comes heavily into play because this determines the frame rate, which is more than just drawing but also checking the mouse input, etc.
So it is very dependent on your pq_maxfps value. At 60 or 72 fps, it would use a lot less CPU with host_sleep 1. If you have pq_maxfps 300 or something, it is trying to draw 300 frames per second so it doesn't yield the cpu very much.
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 ...
I made a lil example map to show what it mean (includes .bsp .map and progs.dat)
its a simple cube with alpha .3 and a sky texture.. jump around a bit, for it changes the transparency when your off the ground.. (or at least it does or me)
seemed to work fine with other textures, including water..
The transparency information is non-standard data that alters the Quake protocol (the Nehahra protocol). So if you record a demo on that map using the required progs.dat and try to play it in stock GLQuake the demo won't play (it'll crash GLQuake).
Likewise if a server run it, original id1 clients would crash. [Demos are just a recording of the network data.]
But yes, I agree that'd be nice. Who knows what the future holds but for now, it isn't possible in a way that wouldn't mess with things.
The way that feature works is that it yields to CPU when it isn't running a frame. So the pq_maxfps value comes heavily into play because this determines the frame rate, which is more than just drawing but also checking the mouse input, etc.
So it is very dependent on your pq_maxfps value. At 60 or 72 fps, it would use a lot less CPU with host_sleep 1. If you have pq_maxfps 300 or something, it is trying to draw 300 frames per second so it doesn't yield the cpu very much.
Nice job on the 3.99 y3 baker. runs smooth as hell, and low pings. any chance the in-game server browser will come back? that was always one of my favorite features.
Nice job on the 3.99 y3 baker. runs smooth as hell, and low pings. any chance the in-game server browser will come back? that was always one of my favorite features.
It'll be back when I get around to it. I want to make it "properly".
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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