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Qrack 2.01 beta public release

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  • #16
    It's possible i didnt add some of the media to pak0...

    I know teamskins are missing for mdl... but this is something I've seen before for the console. rename our config.cfg to xconfig.cfg and anyother .cfg start clean. is it a configuration prob or hardware or internal software....
    pm me your cfg ill test it and find the setting that is doesnt like??
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #17
      Drop in Frame

      Hi, Rook,
      I have cl_maxfps set to 400, but when I check show_fps 1, it shows 333. This is the static value that appears from cl_maxfps 400-499. When I change cl_maxfps to 500-599, the show_fps indicates 416.

      Does anyone else have this issue? I'm using Windows 7 64 bit. Your build 2878 did not have this problem.

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      • #18
        Qrack uses an integer millisecond timer, so it doesn't give you the full floating point precision that Quake's default timer does. On the other hand it works with x64, multi-core and power saving, which Quake's default timer doesn't.

        What you're seeing is a result of the fact that 400 doesn't divide into 1000 evenly.
        IT LIVES! http://directq.blogspot.com/

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        • #19
          Originally posted by Phenom View Post
          Just copied over the new Qrack, getting the WSOD!
          Upp your vid_bpp to 32. or -bpp 32 on the command line
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • #20
            Hey R00k, still getting packet overflows while in frikbot editing mode for a few maps (especially ph8dm2). Qrack 1.90 does not have these packet overflows.

            Also, for some reason 2.01 is slightly brighter in-game than 1.90 with the exact same settings. Why is this?

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            • #21
              Originally posted by Lightning_Hunter View Post
              Hey R00k, still getting packet overflows while in frikbot editing mode for a few maps (especially ph8dm2). Qrack 1.90 does not have these packet overflows.
              I know In 1.90 i bolstered engine limits blindly to fix this, but this also broke compatibility on my pentium3 running in classic mode with 16mb heap.

              If i install my 4200ti into that ibm300pl i get 100 fps in qrack in the lowest settings. and thats a 300mhz machine.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #22
                Hmm, that makes sense - but why does GLquake also have no packet overflows with the frikbots?

                And did you add an option that messes with the brightness level?

                Edit: Found a bug. When you exit through a slipgate in start.bsp (In singleplayer), the next level loads with the last key you pressed. For example, if you exit through a slipgate while running, you continue the next level with the forward key stuck. If you jump through a slipgate, it loops the jump sound until the next level loads.
                Last edited by Lightning_Hunter; 07-09-2010, 12:07 AM.

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                • #23
                  Originally posted by Lightning_Hunter View Post
                  Hmm, that makes sense - but why does GLquake also have no packet overflows with the frikbots?
                  Qrack also reads angles at higher a resolution ( by default, maybe frikbots update alot of info each frame or so. I should test this more...

                  Originally posted by Lightning_Hunter View Post
                  And did you add an option that messes with the brightness level?
                  i removed gl_lightmode and set the lightlevel to the old default 2.
                  Originally posted by Lightning_Hunter View Post
                  Edit: Found a bug. When you exit through a slipgate in start.bsp (In singleplayer), the next level loads with the last key you pressed. For example, if you exit through a slipgate while running, you continue the next level with the forward key stuck. If you jump through a slipgate, it loops the jump sound until the next level loads.
                  need to clear a key state in there somewhere...
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #24
                    Originally posted by R00k View Post
                    Qrack also reads angles at higher a resolution ( by default, maybe frikbots update alot of info each frame or so. I should test this more...
                    If you need any help testing, let me know! I can send you ph8dm2 with the completed waypoints, if you like. As soon as you go into frikbot editing mode, add a few bots, and fire a few weapons - the packet overflows occur.

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                    • #25
                      R00k, have you fixed the key getting stuck after exiting through a slipgate bug? I'm just curious, because this version is nearly stable. I'd hate having to wait months for a new version that fixes this one thing.

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                      • #26
                        It doesnt do it to me so i guess i may have.

                        here's what ive been working on lately:

                        todo:
                        go back through header files and expand engine limits that do NOT require a new protocol.
                        alt-tab: moust gets stuck in corner in dx8
                        need to fix cfg_writealias - adding ability to save alias commands to config.cfg

                        cleaned up some packet overflow error messaging.
                        removed gl_interpolate_transform - single player monsters are always interpolated now. This cvar cause double interpolation on player models online. causing a jittering effect in chasecam modes.

                        Removed: gl_textureless -- doesnt save fps, looks outdated now that every HL2 map uses solid box textures.
                        Added: MEM command to show amount of HEAP memory used.

                        Added: EndFrameQC support.

                        Added: SV_PlayerPhysicsQC support, to override engine player physics for QuakeC.

                        Fixed: Lightmap rendering now uses vertex arrays for faster speed.

                        Added: gl_overbright to brighten (x2) the palette levels of model and world textures.

                        Changed: MSG_Write*s and MSG_Read*s to mimic ProQuake server functions for compatibility. cl.protocol will manage this in future.

                        Fixed a Bug with Quoth's pulsecannon, using invalid particletype.
                        Oh and I've started working on adding MH's dX8 wrapper for dxQrack.
                        So far it works but light maps are not visible, everything is fullbright
                        Muzzle flashes are just white texture blocks, alpha textures dont work.. etc..
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #27
                          Originally posted by R00k View Post
                          It doesnt do it to me so i guess i may have.

                          here's what ive been working on lately:.
                          Sounds good! Hey, I didn't know Qrack worked well with Quoth. After this fix, is it fully playable the way it should be played?

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                          • #28
                            Originally posted by R00k View Post
                            Oh and I've started working on adding MH's dX8 wrapper for dxQrack.
                            So far it works but light maps are not visible, everything is fullbright
                            Muzzle flashes are just white texture blocks, alpha textures dont work.. etc..
                            Sounds like fun. I made an initial pass at bringing it on a few months back, obviously with an earlier version of your source, but if it's any help I can give you the code so far as I got with it.

                            TBH though I think that for an engine like QRack you might have an easier time going native D3D. Now, I know that sounds quite a huge undertaking, and in some ways it is, but my wrapper is necessarily limited in the OpenGL functions it supports, and is more similar to the old 3DFX mini GL than anything else. Extending it to support the full vertex array codepaths for example would be horrible, and would most likely end up just breaking everything left right and center. Ditto with combine multitexture modes; if you have a look at the source you can see that I mostly implemented combine modes but ended up commenting them out, quite simply because API differences ended up making an unholy mess, and within the scope of what the wrapper is meant to achieve just not exporting the combine extension and relying on the hosting engine to provide a fallback path ended up being the most sensible thing.
                            IT LIVES! http://directq.blogspot.com/

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                            • #29
                              TBH though I think that for an engine like QRack you might have an easier time going native D3D. Now, I know that sounds quite a huge undertaking, and in some ways it is, but my wrapper is necessarily limited in the OpenGL functions it supports, and is more similar to the old 3DFX mini GL than anything else. Extending it to support the full vertex array codepaths for example would be horrible, and would most likely end up just breaking everything left right and center. Ditto with combine multitexture modes; if you have a look at the source you can see that I mostly implemented combine modes but ended up commenting them out, quite simply because API differences ended up making an unholy mess, and within the scope of what the wrapper is meant to achieve just not exporting the combine extension and relying on the hosting engine to provide a fallback path ended up being the most sensible thing.
                              Just as long as OpenGL stays the primary driver for Qrack... D3D should only be there as an option. I hate D3D for the most part.

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                              • #30
                                Ya, i wanted to see how far the wrapper could take me, i honestly only spent a few hours working it to a compile and go. There's much more i need to smooth out on the OGL front before I try to tackle dual APIs, more so, multiple operating systems to boot!



                                Look for the next version of Qrack soon!
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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