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  • #31
    Originally posted by Lightning_Hunter View Post
    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.


    Any particular reason or is your hatred philosophically/morally/ethically based? D3D is actually quite cool and - in it's D3D9 and above incarnations - far superior to and easier to use than most of OpenGL.

    Not wanting to start up this tired old argument, and definitely not wanting to be rude, but your post just reminded me of a lot of Slashdot posters who will express hatred for something, while others mutter wisely and sagely in agreement, while all along it's quite clear that none of them actually understand or have any experience of what they're talking about...
    IT LIVES! http://directq.blogspot.com/

    Comment


    • #32
      Since the majority of PCs run Windows, and Microsoft makes DirectX, and Nvidia and ATI support DirectX, and most drivers for both gfx card vendors SUCK for Linux, openGL is losing it's reign. I just dont have the resources to stop-drop-roll out a native directX port. Unless porting to C++ isn't a requirement. Then it would be a year-end project.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • #33
        Originally posted by mhquake View Post


        Any particular reason or is your hatred philosophically/morally/ethically based? D3D is actually quite cool and - in it's D3D9 and above incarnations - far superior to and easier to use than most of OpenGL.
        Every time I use a D3D driver with my old computer, I run into problems. Things are too dark, the game isn't as smooth, and it takes forever to minimize. Perhaps it's because I have a 7-year old computer with Windows XP and a Geforce 7800GS. I don't know. One thing I do know is that I'd prefer R00k to work on removing some engine limits that would allow some larger SP maps to load, and abolish the packet overflows with Frikbots. Is it really necessary to change the driver at this time? Why fix it if it isn't broken?

        I have no problem with OpenGL eventually being changed. However, it seems like a waste at the moment. There are many other features I'd like to see in Qrack first.

        Comment


        • #34
          hey lh, I just upgraded from a Geforce 7800 GS AGP to a 7950 GT AGP a little while back. its very third party..but I agree. especially with older games, it seems that d3d doesn't run as smooth as opengl and the frame rates seem to suffer as well.
          Last edited by Trickle; 08-02-2010, 10:50 AM.


          PLAY QUAKE DODGEBALL!

          http://www.moddb.com/mods/quake-dodgeball

          Trickle's VWeps

          Comment


          • #35
            Originally posted by Lightning_Hunter View Post
            I have no problem with OpenGL eventually being changed. However, it seems like a waste at the moment. There are many other features I'd like to see in Qrack first.
            I understand, and most likely will stick to this plan. Heck I should even remove all the #ifdef GLQUAKE and strip out the software renderer too.
            Packet overflows are entities sent to the client, that if too many are sent too fast they dont get there, that frame.
            here's a little debug too im using to give a more informative error:
            Code:
            	if (msg->maxsize - msg->cursize < MAX_PACKETSIZE)
            	{
            		Con_Printf ("packet overflow of %i bytes\n",MAX_PACKETSIZE - (msg->maxsize - msg->cursize));
            		return;
            	}
            Max packetsize is 18 for protocol 15, i believe that's 18kb, since the standard message buffer is 1024bytes. Most the time the error hits with like 2 - 32 bytes overflowed. Kicking the message buffer size to 2048 or 8192 even will reduce the chance of an overflow, but might also cause unknown trouble down the line. I'm just testing to make sure what works best.

            My code machine is a windows 7, intel core2 duo 3.x ghz, with geforce 8800gtx, my test machine is WinXP athlon 1.xGhz geforce 6600gt 1.5gigs ram, my bottom end machine is an IBM 300pl with Win98 96 megs ram and a geforce TI 4200 AGP (though sometimes i plop in the 5200fx for shits and grins cause that card sux more than the 4200 but supports opengl 1.5)
            Last edited by R00k; 07-30-2010, 11:14 PM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #36
              Originally posted by Lightning_Hunter View Post
              Is it really necessary to change the driver at this time? Why fix it if it isn't broken?

              I have no problem with OpenGL eventually being changed.
              Oh, I wouldn't suggest that at all, that would just be stupid. What I'm saying is that if you want to provide D3D as an alternative (and remembering that "D3D sux for me" != "D3D sux globally") for an engine like Qrack there may be less work involved in doing a native port than in trying to bring everything on via a wrapper. And remember, it's an alternative, it's not instead of OpenGL, it's in addition to OpenGL.
              IT LIVES! http://directq.blogspot.com/

              Comment


              • #37
                Originally posted by mhquake View Post
                it's not instead of OpenGL, it's in addition to OpenGL.
                That's all I said in the first place! You then asked me why I had such hatred toward D3D.

                Comment


                • #38
                  try this out, there are some things still need testing for bugs...

                  http://www.quakeone.com/qrack/dist/qrack2.01beta.zip
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #39
                    The packet overflows are still there of course (I don't think you have changed the limits yet), but the slipgate bug seems to be fixed.

                    I'll let you know if I come across any others.

                    Comment


                    • #40
                      Ok I'll work on extending the limits, without breaking compatibility somewhere. Does it tell you about how many bytes are overflowed?
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #41
                        Originally posted by R00k View Post
                        Ok I'll work on extending the limits, without breaking compatibility somewhere. Does it tell you about how many bytes are overflowed?
                        It seems to be from about 8 to 10. When I go into waypoint editing mode, it says about 8 bytes overflowed without me doing anything. When I start to fire, it fluctuates, with 10 being the max I've seen so far.

                        Comment


                        • #42
                          I noticed the bloom is more intense


                          PLAY QUAKE DODGEBALL!

                          http://www.moddb.com/mods/quake-dodgeball

                          Trickle's VWeps

                          Comment


                          • #43
                            r00k, I tried out Qrack 2.01, and my frames go from 300 fps in 1.90 (with cl_maxfps 300) to 71 fps. What's going on? I'm thinking it must be something in my qrack config.

                            Code:
                            //Fullbright
                            gl_fb_models 1
                            gl_fb_bmodels 1
                            
                            //Textures
                            gl_externaltextures_world 0
                            gl_externaltextures_bmodels 0
                            gl_externaltextures_models 0
                            gl_loadq3models 0 
                            gl_fb_models 0
                            
                            //turn off print stats
                            scr_printstats 0
                            
                            //load a sky texture (frozendusk/dmcw/snow2)
                            //loadsky frozendusk
                            
                            //load a character set
                            gl_consolefont charset_moon1
                            //gl_consolefont original
                            gl_smoothfont 1
                            
                            //FPS/Eyecandy settings
                            cl_deadbodyfilter 1		//dead body filter off/on/immediately (0/1/2)
                            cl_gibfilter 0			//gibs filter off/on (0/1)
                            cl_bobbing 0			//bob rotating models off/on(0/1)
                            cl_muzzleflash 0		//turn muzzleflash on for all (0/1/2)
                            r_outline 0			//turn outline on bmodels off/on (0/1)
                            r_celshading 0			//turn cellshading of bmodels off/on (0/1)
                            r_fastsky 0			//turn fast sky texture off/on (0/1)
                            r_fastturb 0			//turn fast liquid textures off/on (0/1)
                            r_explosionlight 0		//100% explosion light (0-1)
                            r_explosionlightcolor 0		//color of explosion light (0/1/2/3/4/5/6)
                            r_explosiontype 7		//change explosion type (0/1/2/3/4/5/6/7)
                            r_grenadetrail 1		//show grenade trail (0/1)
                            r_rocketlight 0			//turn on dynamic ighting of rockets (0-1)
                            r_rocketlightcolor 0		//color of rocket light (0/1/2/3/4/5)
                            r_rockettrail 3			//rocket trail type (0/1/2/3/4/5/6/7)
                            r_wateralpha 1			//allows you to see through water (0-1)
                            r_novis 0			//turn on VIS information (0/1)
                            r_simpleitems 1			//turn on simpleitems (0/1)
                            gl_caustics 0			//turn underwater caustics off/on (0/1)
                            gl_detail 0			//turn artificial bump map texturing off/on (0/1)
                            gl_waterfog 0			//turn water fog in GL off/on (0/1)
                            gl_waterfog_density 0		//adjust water fog density in GL (0-1)
                            gl_foggreen 0			
                            gl_fogblue 0
                            gl_fogred 0
                            gl_fogend 2048
                            gl_fogstart 100
                            gl_hurtblur 0			//keep these off, they do slow mo effects?
                            gl_deathblur 0			//really big FPS hit.
                            
                            
                            //Lighting Effects
                            //gl_gamma 0.5			//adjust gamma
                            //gl_contrast 0			//adjust contrast
                            gl_vertexlights 0		//use vertex lighting
                            gl_flashblend 1			//use proper lighting in GL (0/1)
                            gl_loadlitfiles 0		//use lit files in GL (0/1)
                            r_dynamic 0			//use dynamic lighting in GL (0/1)
                            r_lightmap 0			//enable light sources on map in GL (0/1)
                            r_shadows 0			//enable shadows in GL (0/1)
                            r_powerupglow 1			//enable powerup/flag glowing off/colored/white (0/1/2)
                            
                            
                            //Screen flash effects
                            cl_bonusflash 1			//weapon/item pickup flash (0/1)
                            gl_polyblend 1			//pallette shifting on in GL (0/1)
                            gl_hwblend 0
                            v_contentblend 0.05		//palette shifting while in liquid (0-1)
                            v_pentcshift 0.1		//palette shifting with pent (0-1)
                            v_quadcshift 0.1		//palette shifting with quad (0-1)
                            v_ringcshift 0.04		//palette shifting with ring (0-1)
                            v_suitcshift 0.04		//palette shifting with suit (0-1)
                            v_damagecshift 0.5		//palette shifting when damaged (0-1)
                            
                            //Particle Effects
                            gl_bounceparticles 0		//turn on bouncing particles in GL (0/1)
                            gl_part_lightning 0		//turn on lighting gun particles (0/1)
                            gl_part_flames 0		//turn on flames particles (0/1)
                            gl_part_lavasplash 0		//turn on lavasplash particles (0/1)
                            gl_part_blobs 0			//turn on blobs particles (0/1)
                            gl_part_telesplash 0		//turn on teleporter particles in GL (0/1)
                            gl_part_blood 0			//turn on blood particle effects (0/1)
                            gl_part_gunshots 0		//turn on gunshot particles in GL (0/1)
                            gl_part_sparks 0		//turn on sparks particles (0/1)
                            gl_part_trails 0		//turn on special rocket trails in GL(0/1)
                            gl_part_explosions 0		//turn on special explosions in GL (0/1)
                            
                            //Video Cettings
                            vid_conwidth 320		//set the width resolution of the HUD console
                            vid_conheight 200		//set the height resolution of the HUD console
                            con_textsize 4			//set font of pulldown console (8=normal,4=half size)
                            //vid_refreshrate 85		//needs to be set in command line with -refreshrate 85
                            
                            //Crosshair Settings
                            crosshair 1
                            crosshairimage crosshair8
                            crosshairsize 1.5
                            crosshair_static 1
                            crosshaircolor "255 255 255"
                            
                            //Other Settings
                            gl_clear 1
                            gl_doubleeyes 1
                            cl_sbar 0
                            scr_sbaralpha 0
                            viewsize 100
                            pq_moveup 1
                            pq_smoothcam 1
                            show_fps 1
                            show_fps_x 35
                            show_fps_y 1
                            cl_clock_x 29
                            cl_clock_y 0
                            cl_maxfps 300
                            cl_clock 1
                            cl_bob 0
                            cl_bobcycle .6
                            cl_bobup 0
                            cl_rollangle 0
                            cl_rollspeed 0
                            cl_forwardspeed 500
                            cl_backspeed 500
                            cl_sidespeed 500
                            cl_upspeed 500
                            m_pitch -0.022
                            m_yaw 0.022
                            m_filter 0
                            r_drawviewmodel 0
                            v_gunkick 0
                            v_kickroll 0
                            v_kickpitch 0
                            v_kicktime 0
                            lookstrafe 0
                            lookspring 0
                            showturtle 1
                            scr_conspeed 9999999999999999999999999999999999

                            Comment


                            • #44
                              I've added host_maxfps default 72. This is to preserve the single player physics of original Quake. It also fixes the bug with platforms stuttering on e1m1. You can use host_maxfps 300 if u wish. Online though, client-side timings are controlled via cl_maxfps.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                              Comment


                              • #45
                                nice work rook, glad you still working in Qrack is a very nice client!

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