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  • #31
    ProQuake 4.33 should be available Sunday. I would do some final testing and fix some mild annoyance which prevented me from completing it last night, but I don't have enough time at the moment.

    Some of the features:

    1. Ability to play demos that are recorded across maps. For example, start recording a demo on start and walkthrough the teleporter to E1M1 ... ProQuake can successfully play that full demo on-screen.

    2. Optional ability to have glpro color dead bodies like in WinQuake (and Quakeworld). This bug fix is an advantage over other GL clients in deathmatch games (seeing the color of dead bodies is an informational advantage), but since WinQuake does it no one can really call it unfair.

    2. Optional fix to the "GLQuake near the waterline" rendering issue where you can see entities you shouidn't be able to. The rendering issue is ugly, but as this flaw in GLQuake can actually be an advantage on a server I have no intent of forcing it on anyone.

    3. Optional rendering full-interpolation in wqpro. Makes single player look incredibly smooth. Both animation information and the movement interpolation are based on MH's work (the former from a tutorial he wrote, the latter ported out of DirectQ).

    4. Slight adjustments to improved coop smoothness (I worked on this some more). Defaults on. I was studying the DarkPlaces version of this feature to try to get it "perfect" -- and it is good but not perfect. This next version on Sunday is effectively close to perfect.

    A few other features I can't remember.
    Last edited by Baker; 07-02-2010, 08:54 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


    • #32
      Originally posted by mhquake View Post
      That's odd. What kind of 3D card have you?
      Its a Nvidia Geforce 9800 gt

      Comment


      • #33
        Originally posted by coolbreeze View Post
        Its a Nvidia Geforce 9800 gt
        So are you using Nvidia's driver or a generic one that comes with Windows? The MS-provided drivers generally don't support hardware accelerated OpenGL so that seems like the most likely cause.
        IT LIVES! http://directq.blogspot.com/

        Comment


        • #34
          Originally posted by mhquake View Post
          So are you using Nvidia's driver or a generic one that comes with Windows? The MS-provided drivers generally don't support hardware accelerated OpenGL so that seems like the most likely cause.
          I installed the latest driver for the card and it is working, however I noticed playing at shmack today that I get kicked out of the game on map dm6 right after it loads and get a MS error message, all of the other maps run fine so far. I have never had this issue before, any ideas?

          Thanks

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          • #35
            Depends on what the error message was... (hint to everyone - if you get an error message, please say what it was)
            IT LIVES! http://directq.blogspot.com/

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            • #36
              AutoID in 4.32

              I just got done watching demos from over ten years ago (!) and this feature works very well! Great work, I love it!

              Comment


              • #37
                Originally posted by mhquake View Post
                Depends on what the error message was... (hint to everyone - if you get an error message, please say what it was)
                I didn't write it down and I haven't played that map again, but after I was booted out of the game it went back to my desktop and asked if I wanted to report the error to Microsoft. The next time I play that map I will pay better attenion to the error message.

                thanks

                Comment


                • #38
                  Originally posted by mhquake View Post
                  Depends on what the error message was... (hint to everyone - if you get an error message, please say what it was)
                  Ok it also happened on the tomb of terror map, the error message was d3dpro400 exe. has encountered a problem and needs to close. We are sorry for the inconvenience.

                  Comment


                  • #39
                    Originally posted by coolbreeze View Post
                    Ok it also happened on the tomb of terror map, the error message was d3dpro400 exe. has encountered a problem and needs to close. We are sorry for the inconvenience.
                    Try the dx8pro432.exe, it is in many ways superior to the d3dpro432.exe. The d3d build is derived from the Direct3D Quake port which is somewhat crashy. If you can run d3dpro you should be able to run dx8pro as both are Direct3D.

                    Originally posted by oldendirt View Post
                    I just got done watching demos from over ten years ago (!) and this feature works very well! Great work, I love it!
                    Yeah, it is very satisfactory watching a multiplayer demo with that feature.

                    Originally posted by turtlevan View Post
                    thanks baker
                    Originally posted by glitch_ View Post
                    yeah thanks bro
                    Originally posted by Lerster View Post
                    nice work baker.
                    I've been trying to get things with ProQuake closer to where I have thought they should have always been had everyone back around 2003 or so not assumed "Quake was dead".

                    I am trying to get to things where I wish they always were.

                    I have no plans to give up on that concept -- although time limitations sometimes delays things.

                    But credit for advancement hardly lies with me alone. R00k and MH have provided a great deal of direct information and code that has allowed ProQuake to advance to quickly as well as instruction and code borrowing from the FTE Quakeworld engine and that engine's author --- Spike.
                    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


                    • #40
                      Hi Baker,

                      Just two small anomalies (that could well be down to some local config issue) that I thought I would mention in the forum rather than pm as it may assist others.

                      1. Quite often when running away from Polarite on Bigfoot, I respawn and the player immediately starts repeatedly firing without my touching anything. I can only cancel it by actually shooting. Admittedly this isn't a big problem as Pol usually kills me within to 2 or 3 nanoseconds but it just seems a little odd.

                      2. As Bigfoot has a big focus on new maps I quite often join and then it proceeds to loop again and again downloading the map and failing to join the server. The only way out of this is to try to quit, download it manually and restart quake and rejoin.

                      Neither of the above are particular to this version but any ideas would be greatefully received.

                      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

                      Comment


                      • #41
                        Originally posted by Baker View Post
                        Try the dx8pro432.exe, it is in many ways superior to the d3dpro432.exe. The d3d build is derived from the Direct3D Quake port which is somewhat crashy. If you can run d3dpro you should be able to run dx8pro as both are Direct3D.

                        Yes! it works great and seems much smoother now, plus I like the darker graphics.

                        Thanks again Baker!



                        Yeah, it is very satisfactory watching a multiplayer demo with that feature.





                        I've been trying to get things with ProQuake closer to where I have thought they should have always been had everyone back around 2003 or so not assumed "Quake was dead".

                        I am trying to get to things where I wish they always were.

                        I have no plans to give up on that concept -- although time limitations sometimes delays things.

                        But credit for advancement hardly lies with me alone. R00k and MH have provided a great deal of direct information and code that has allowed ProQuake to advance to quickly as well as instruction and code borrowing from the FTE Quakeworld engine and that engine's author --- Spike.
                        Yes! it works great and seems much smoother now, plus I like the darker graphics.

                        Thanks again Baker!

                        Comment


                        • #42
                          I may have contributed to this, but full credit for bringing everything together in a coherent package lies with Baker and Baker alone.
                          IT LIVES! http://directq.blogspot.com/

                          Comment


                          • #43
                            Originally posted by Mr.Burns View Post
                            1. Quite often when running away from Polarite on Bigfoot, I respawn and the player immediately starts repeatedly firing without my touching anything. I can only cancel it by actually shooting. Admittedly this isn't a big problem as Pol usually kills me within to 2 or 3 nanoseconds but it just seems a little odd.
                            Press jump to respawn, maybe? I'll think about this, but as you know I've played at Bigfoot several times in the past and haven't ever had that problem.

                            Then again, maybe there is something I am missing (in a technical sense).

                            I use -dinput all the time and only rarely play without it.

                            As Bigfoot has a big focus on new maps I quite often join and then it proceeds to loop again and again downloading the map and failing to join the server. The only way out of this is to try to quit, download it manually and restart quake and rejoin.
                            I'll see if I can replicate this problem you seem to be having. It is possible it is related to Cortex's modifications or something regarding the map download in ProQuake.

                            I also have plenty of stuff from RocketGuy I need to integrate in ProQuake, this stuff hasn't been forgotten but rather I'm battling some things I slightly underestimated the difficulty of that has slowed me down a few days.
                            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


                            • #44
                              Originally posted by Baker View Post
                              Press jump to respawn, maybe? I'll think about this, but as you know I've played at Bigfoot several times in the past and haven't ever had that problem.
                              This sounds an awful lot like an old bug I've seen before where the mouse button state doesn't get cleared properly under certain circumstances, and as a result behaves as if a button is "stuck" down. I've also seen it with movement where if you bring down the console while moving forward (you need to time this precisely so that the events coincide) when you go back to the game you'll be continuously moving forward. If memory serves the fix is to clear the old state (and send Key Up events) for all mouse buttons whenever key_dest changes.
                              IT LIVES! http://directq.blogspot.com/

                              Comment


                              • #45
                                Originally posted by mhquake View Post
                                If memory serves the fix is to clear the old state (and send Key Up events) for all mouse buttons whenever key_dest changes.
                                I haven't attempted to think through or test Mr. Burns issue, but I do know the above can't be a fix.

                                In multiplayer, it is common while playing to on a whim pull the down the console real quick to see what some other guy said a second ago (that might have scrolled off-screen).

                                In multiplayer, you don't want the act of pulling down the console real quick to interfere with your in-game activities (you don't want to stop moving, in particular).

                                You might even be firing ... not necessarily with intent to hit anything, but shooting rockets to keep some other player from following you or at least slowing them down.

                                [Grenade spam at corners comes to mind ...]
                                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

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