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  • #61
    Originally posted by mhquake View Post
    I may have contributed to this, but full credit for bringing everything together in a coherent package lies with Baker and Baker alone.
    I don't really agree with that, even a little. I'm kind of a collectivist in that I don't really believe in individual achievement and twice as much believe in diversity [I would dread a single dominant engine environment like what exists in Quakeworld or Q3].

    What I mean is that I support open source because in a paradigm environment, you end up with "co-development" where several people share information and bounce information back and forth then you get bizarre things like Qrack, FitzQuake, DirectQ, ProQuake, Quakespasm and to some degree even ezQuake to some degree co-evolving with no one particularly worrying about their egos and such or who did what.

    It's almost comical in a very good way. I like seeing that degree of cooperation in development. And I personally think that makes things very enjoyable.
    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


    • #62
      Originally posted by Baker View Post
      I don't really agree with that, even a little. I'm kind of a collectivist in that I don't really believe in individual achievement and twice as much believe in diversity [I would dread a single dominant engine environment like what exists in Quakeworld or Q3].

      What I mean is that I support open source because in a paradigm environment, you end up with "co-development" where several people share information and bounce information back and forth then you get bizarre things like Qrack, FitzQuake, DirectQ, ProQuake, Quakespasm and to some degree even ezQuake to some degree co-evolving with no one particularly worrying about their egos and such or who did what.

      It's almost comical in a very good way. I like seeing that degree of cooperation in development. And I personally think that makes things very enjoyable.
      Bollocks, but "bollocks with good intentions".

      I have colossal respect for ProQuake (just give me some of that overbright love and I'll have more) and colossal respect for the way you've evolved it into what is (deservedly) the "first choice" Quake client for a lot of people. That's an achievement you can be pretty bloody proud of so don't run yourself down.

      Now get back to work!
      IT LIVES! http://directq.blogspot.com/

      Comment


      • #63
        Download: ProQuake 4.34 - 1.5 MB (Source)

        The issue with the mouse and Enhanced Pointer Precision getting set in the Control Panel on Windows should be fully resolved now.

        Independent verification needed.
        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


        • #64
          I'm gonna put this out here but it's not really a big issue.

          If I'm playing a game and have an IM window or something popup, sometimes, it'll minimize the game, sometimes it'll just popup and then go away but it wrecks my gamma. I have to reset it. If it happens again though because something else popups, I can't reset my gamma.

          Is that something fixed? This is in Glpro.
          PanterA-RuM - chase_active 1 - Panix!



          Comment


          • #65
            This seems like a funny question to ask, but it will tell me something important.

            When this IM window pops up, does glpro quit playing sounds immediately or does glpro act like nothing happened and continues to play sounds etc?

            [Also ... are you running fullscreen when this happens?]
            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


            • #66
              Originally posted by mhquake View Post
              just give me some of that overbright love and I'll have more
              Does make a noticeable difference on some maps ...



              But when I use ARB and not SGIS I somehow have lost the ability for r_lightmap 1 and Half-Life maps to work. I'm sure I'll figure it out ... it can't be that hard to track down. More than likely, I need to do little more than take a quick look at JoeQuake or Qrack's code.

              Experimental glpro435 with optional gl_overbright 1 support (download | source).

              [On another note ... I haven't built the Mac version in about 8 versions now and I better integrate it and the other builds before doing so gets to be a major headache.]
              Last edited by Baker; 07-06-2010, 10:35 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


              • #67
                Originally posted by Baker View Post
                Well, I could put something in the next version to assist tracing this down to exactly what is happening.

                1. What key or button are you using?
                9 times out of 10 it's probably mouse 1. but I seem to recall it also happening with mouse 2 (jump)

                Originally posted by Baker View Post
                2. What do you have bound to it?
                bind "MOUSE1" "+attack"

                Originally posted by Baker View Post
                If you could paste your config in a post or private message. I played some RuneQuake earlier today to try to see if I had the problem; I spawned by firing every time and never had the issue.
                Yes its a bit of an oddity more than a major problem, but my rather basic config is attached.

                I've just played 3 maps on Bigfoot to try and understand the specific circumstances in which this occurs a little better but of course I had no problems. I'll try and find some time tonight to play a little more, and hopefully when someone helpful like peg or pol is on, to try and recreate the problem and get back to you.

                Kind regards

                Monty
                Attached Files
                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


                • #68
                  Originally posted by Baker View Post
                  This seems like a funny question to ask, but it will tell me something important.

                  When this IM window pops up, does glpro quit playing sounds immediately or does glpro act like nothing happened and continues to play sounds etc?

                  [Also ... are you running fullscreen when this happens?]
                  No. GLpro acts like nothing happens.

                  Like if I leave Firefox open and a severe weather notification popups from Forecastfox, the popup comes up on the screen and goes down and only screws up my gamma after it goes away.

                  And yes, it's fullscreen.
                  PanterA-RuM - chase_active 1 - Panix!



                  Comment


                  • #69
                    You could probably avoid the issue by adding -gamma 0.65 to your command line, which will cause ProQuake to not use hardware gamma.

                    I asked about the sound because if glpro is minimized, it stops the sound. But if it keeps playing the sound, it doesn't know it happened.
                    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


                    • #70
                      Lists of stuff:

                      Bugs that I can remember:

                      1. Load games with interpolation ON in GL/D3D/DX8 builds briefly show the model at frame 0; software renderer (i.e. wqpro) does not. Fix me. (A cosmetic thing).
                      2. Mac OSX version *still* needs the console sizing fixed in Windowed mode when you resize the screen.
                      3. pq_waterblend actually does not work if you aren't using the -gamma parameter. Most people won't care because if you are using ProQuake you most likely are playing online and want the best vision possible which means pq_waterblend 0, but pq_waterblend 1 and other values should work.
                      4. Long standing Quake bugs where some ambient sounds still play after disconnect and the view blend stays after disconnect and the music still plays after disconnect. Fix this stuff. aguirRe Quake sets the cl.worldmodel to null on disconnect which supposedly stops looping ambient sounds. What is more of a pain is creating the problem for that one. This one can be filed in the "no one really cares department" but just annoys me.

                      Things I want to do:

                      0. Integrate RocketGuy's RQuake server support into ProQuake (finally). I had always held off due to the Frikfile support (which requires EBFS which breaks qccx, but RocketGuy has beaten that problem). And the other optional modifications like port range capability.

                      1. Get map completion, demo completion, etc. into the engine and the ability to list them. The main reason why I haven't done this is that the code in JoeQuake is Win32 specific and ProQuake has a Mac build (and a neglected Linux one). I need to borrow some DarkPlaces code to get this platform independent.

                      2. Skyboxes. It loads them in single player maps but doesn't check the size to ensure 512. Need to upgrade the code.

                      3. Some way to conveniently switch gl_texturemodes and I want to do this in real time. I think I can borrow the code from ZQuake.

                      4. Move some of the options more related to video options into the video modes selector.

                      5. Rewrite the menus to make them easier to manage. But a small caption in the advanced settings menu explaining what each item does.

                      6. Find some convenient way to expose some of the many things which are off by default in ProQuake so they can conveniently be used if desired. Most new features are off by default to keep the engine conservative. But I also want very simple menus.

                      7. Add contrast control to software renderer (wqpro).

                      8. Add skybox loading capability to software renderer (wqpro).

                      9. Possibly add stiple-alpha option to gun option in wqpro during invisibility to have equivalent option available in both GL (transparent gun on invisibility) and wqpro.

                      10. Texture manager to complete the process of having full video mode switching capability even between 16 and 32 bpp.

                      11. Revisit mouse code. I rewrote the mouse code in ProQuake 3.85 to have the ability to switch between DirectInput and not on a whim. I know far more now and it isn't written intuitively and needs some attention.

                      12. Get EFESS based server browser in ProQuake. It is overdue.

                      13. Possibly: ability to run maps with missing models.

                      14. Sound and sprite download capability to complete map/mod download features.

                      15. Possibly experimental mod downloader/installer built-in.

                      16. Color 14/15 support in client and server. Make it optional on the server. Client support just means don't reset the color on map change as the client has always allowed colors 14/15 if the server permitted it.

                      17. Reload the console background on gamedir change.

                      18. Deadbodies colored fix.

                      19. Some better messages available to help identify origins of rare and uncommon problems like Mr. Burns and the mouse and Chase_active and Gunter says ProQuake doesn't restore gamma on exit (?). Does anyone else have this issue? I've never seen a computer with the problem but it doesn't mean it isn't real.

                      20. Chase cam fix.
                      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


                      • #71
                        The very last CL_ClearInterpolation at the end of CL_ParseUpdate (inside the if (forcelink) block) should fix your first bug in GL.
                        IT LIVES! http://directq.blogspot.com/

                        Comment


                        • #72
                          Originally posted by Baker View Post

                          18. Deadbodies colored fix.
                          What do u mean with that fix ?
                          Now its so that if a player got fragged the dead body stays colored till he re-spawns , I kinda like it this way

                          Also a simple request maybe 21:
                          I always forget to look at the clock when I'm playing quake , would cl_clock 1 be a possibility like qrack ?
                          Result now is that I always go to bed way too late
                          Last edited by Polarite; 07-07-2010, 04:41 PM.
                          My servers for the gamers:
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                          port 26000 EuroQuake
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                          Offline ATM
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                          • #73
                            Originally posted by Baker View Post
                            Does make a noticeable difference on some maps ...



                            But when I use ARB and not SGIS I somehow have lost the ability for r_lightmap 1 and Half-Life maps to work. I'm sure I'll figure it out ... it can't be that hard to track down. More than likely, I need to do little more than take a quick look at JoeQuake or Qrack's code.

                            Experimental glpro435 with optional gl_overbright 1 support (download | source).

                            [On another note ... I haven't built the Mac version in about 8 versions now and I better integrate it and the other builds before doing so gets to be a major headache.]
                            Love the gl_overbright

                            This version 4.35 got a fps drop of 6-10fps at times when shooting rockets.
                            Tested all the proquake's from 3.50 till 4.35 and only that last experimental version got this problem.
                            I stay with 4.34 for now.
                            Last edited by Polarite; 07-07-2010, 04:41 PM.
                            My servers for the gamers:
                            bigfoot.servequake.com / damage.servequake.com

                            port 26000 EuroQuake
                            port 26001 EuroQuake Coop


                            newyork.quakeone.com
                            Offline ATM
                            fvf.servequake.com
                            flanders.servegame.org / flanders.servequake.com
                            Offline ATM
                            newdm.servequake.com
                            port 26010

                            http://bigfoot.servequake.com (EuroQuake)
                            sigpic

                            Comment


                            • #74
                              Neato and looking good.

                              But...

                              Generally I need to run engines with a renderer derived from GLQuake with -nomtex as the per-surface lightmap uploads and texture changes hurt my framerates quite badly (we're talking about a drop to - not by, to - about 10 FPS in the e4 hall for example), but I noticed that overbrights don't work there. Looking at your R_BlendLightmaps I see that you correctly set the blend mode, then overwrite it again. It'll need some reworking of your lightmap builder though as that still uses the old GLQuake inverted range.

                              Some day I'm gonna port DirectQ's renderer to OpenGL and give you that. 390 FPS in the same scene with the same hardware.

                              Anyway, I digress (and like you said, it's a beta). Overall I really really like the way ProQuake is coming together over the past few days and weeks. I'm feeling that it's going to supplant Fitz as my "go to" OpenGL engine for some classic ID1 action soon enough. Keep it up.
                              IT LIVES! http://directq.blogspot.com/

                              Comment


                              • #75
                                tx Baker good job.

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