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ProQuake 3.99x - Windows/Mac

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  • #76
    No, none. I did it by command-line, w/out any sort of restart; will do it next time..

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    • #77
      vid_vsync and fps changes take effect immediately in ProQuake.

      (And I think every other client including Qrack and FitzQuake for sure because I modeled the code after them.)
      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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      • #78
        Ya, they did, because I watched my frames not go above number I specified.

        O, yah and it also did not work either.

        vid_sync on? hmm.. I dunnot think I will go for that, I will just avoid sticky-syrup walls for now, till I get on my Vista lappy and will report to cpt'n then, haha!

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        • #79
          Ok, now you aren't the only person using ProQuake 3.99 and although I believe you really have this problem I have one question for you:

          Does this happen to you in multiplayer when you are playing on a server? (Only on a server, I don't mean privately I mean connected to an actual server).

          If the answer to this is yes, you almost certainly have something weird in your config like a screwed up bind like "bind x +back; wait; +attack" where there is no -back that ever occurs.

          If you are sticking to walls in multiplayer when connected to a live server, it can't be the client or even your computer because the server controls movements and the client only tells the server what direction you want to move.

          Unless you have something forked up in your config that is managing to mess this up.

          I mean, if someone has an especially silly problem that no one else has reported and the client doesn't have a zillion setting like DarkPlaces (and ProQuake doesn't have a zillion settings) then really unless you've discovered a new problem (it's possible, but the odds don't seem to favor this) then it is probably "user error".

          Recommendation: check config
          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


          • #80
            Baker, do you know why proquake is slower than Qrack? Or is that just for me, but when i do timedemo demo1 in Qrack and in Proquake, i get better results in Qrack.

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            • #81
              Originally posted by PapaSmurf View Post
              Baker, do you know why proquake is slower than Qrack? Or is that just for me, but when i do timedemo demo1 in Qrack and in Proquake, i get better results in Qrack.
              Qrack has optimizations that ProQuake and most other NetQuake clients don't have. Many of which are inherited from JoeQuake which got them from the Quakeworld engine FuhQuake (what a greatly coded engine).

              A little faster here, a tiny bit faster there.

              Still at the end of the day, the gains are pretty thin.

              I'm paranoid about some of the changes in JoeQuake because I've had 3-4 incompatibility experiences (a map by ORL where I repeated got squished in JoeQuake by nothing at all, crashes on Zerstorer on the final map, the original Soul of Evil crashing on me).

              I'd rather play it safe than implement some of the funky optimizations that I don't understand. So if I don't understand what the code changes do ... and some are rather complex, I just don't do them. That being said, ProQuake 3.99 has lot of JoeQuake/Qrack in it, far more than most people would realize because I've tried to be very conservative.
              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


              • #82
                Qrack also uses vertex arrays within the rendering code, which speeds things up greatly, by having less calls to the api. Plus the use of simpleitems doesnt hurt.
                Last edited by R00k; 04-14-2009, 10:32 PM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #83
                  OK, cool Baker, I like your approach. And no i'm not talking simpleitems. I don't think simpleitems really does a whole lot for me except makes it easier to see stuff, which could be construed as a cheat. R00k, are your simpleitems fullbright? If they are, I don't think they should, especially the backpacks. I'm guessing you made the backpacks yellow for visibility, but perhaps they should stay brown instead?

                  Yeah, I only get like 3 more frames with r_simpleitems on timedemo 1 (335 vs. 332). Nothing to write home to mom about.

                  Baker, do you have plans on implementing anisotropic filtering? Or is it there already?

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                  • #84
                    Originally posted by PapaSmurf View Post
                    I don't think simpleitems really does a whole lot for me except makes it easier to see stuff, which could be construed as a cheat. R00k, are your simpleitems fullbright? If they are, I don't think they should, especially the backpacks. I'm guessing you made the backpacks yellow for visibility, but perhaps they should stay brown instead?

                    Yeah, I only get like 3 more frames with r_simpleitems on timedemo 1 (335 vs. 332). Nothing to write home to mom about.
                    The images were made by someone else. The simpleitems unlike default quake health packs are effected by light. So on dm3 in the nailbox area, the health packs with simpleitems on would be hard to see. But in default glquake they are fullbright. So if anything simpleitems is absolutely not a cheat, unless u call more fps a cheat.

                    http://www.quakeone.com/qrack/timerefresh.avi

                    On my system timedemo1 goes from 482fps to 378fps.

                    put this in your /Qrack/textures/sprites/ folder http://www.quakeone.com/qrack/s_backpack_0.png
                    Last edited by R00k; 04-15-2009, 12:23 PM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #85
                      Well, I guess only solution for me is to change puterz..

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                      • #86
                        Originally posted by Paradise View Post
                        Well, I guess only solution for me is to change puterz..
                        Or create a new Quake folder with absolutely nothing in it, start up glquake.exe and see what happens.

                        Baker, do you have plans on implementing anisotropic filtering? Or is it there already?
                        It would be easy to do, the next time I work on ProQuake I'll add it in.

                        But this could be months out. I have no free time right now and don't expect to have any for a while.
                        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


                        • #87
                          Baker, running JQ I get some graphical errors and other annoyances plus some things that do not work.

                          I will just stick to yours and perhaps change puters in future - tis alright, I can take it.

                          Perhaps for future release something bug-fix related to ATI vid-card? Because that is what I have.

                          Thanks, enjoy your time off and ttyl.

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                          • #88
                            Baker,
                            I just updated from proquake 3.50 to 3.99x.
                            Very nice overall improvements, thanks a lot.
                            War

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                            • #89
                              Baker, did you ever get around to implementing auto map download in proquake? This is probably the most important thing that proquake needs right now.

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                              • #90
                                The feature to convert demos to AVI - is it planned to be included in the OS X build anytime soon? It's a feature I've been looking for a long time. FRAPS doesn't exist for Mac.

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