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  • #16
    Originally posted by Panix View Post
    It looks like WinQuake again which is cool but I had finally got use to the old GL Look so it took some getting use to.
    Huh? Not sure what you mean there? Could you explain?

    The speed thing is nuts though. I kinda felt like I had to relearn playing some because I felt like I was literally flying sometimes grappling around. I think I like it though because I feel like I'm camping if I'm not moving around constantly.
    Speed? Well if you mean the higher FPS, you can always cap it lower (pq_maxfps 100 or pq_maxfps 200).

    Originally posted by lennox View Post
    just now tried the new version, have to say, the fps issues i was having in win7 with older versions of proquake have been fixed without a doubt, i was getting around 180 fps before, now im well over 600 fps.
    I'm glad that solves your problems. Several people reported slowness on Win7 and it is nice to see that fixed.

    600 fps? Hehe.
    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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    • #17
      I'll try and provide some screenshots of what I'm talking about when I get home tonight but I dunno what else to say other than the the look of the game, running the same config, looks different under the new 4.36 than it did under 3.99. It looks like WinQuake does to me under 3.99 (haven't tried the new version of WinQuake).

      And I think I still have my maxfps set to like 999. I may try tweaking it.
      PanterA-RuM - chase_active 1 - Panix!



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      • #18
        That's likely because gl_texturemode is now working and you have it set to GL_NEAREST in a config
        IT LIVES! http://directq.blogspot.com/

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        • #19
          Download: ProQuake 4.38 - 1.5 MB (Source)

          Likely not the only update tonight. Most of this is boring bug fix stuff ...

          colors 14/15 enabled. sv_allcolors 0 to disable. The server determines what colors you can use, so you won't be able to be color 14 or color 15 at Shmack or Speaknow or whatnot ... but a server permitting colors 14/15 like quake.thisserversucks.com:26003 (RQuake) or quake.ihoc.net will let you. Works in single player obviously but unless you play with chase_active 1 you won't be looking at yourself much.

          After some testing, changed host_sleep to default to 1. Should produce significant CPU use savings in many circumstances. Instead of Quake using 70% CPU or whatever, it might only use 7%. ORL was the source of the original request and I got the code from aguirRe a couple of years back.

          The fix for GLQuake rendering all funky when you are underwater and coming out is on by default. It doesn't have an FPS cost or any interest. If you are really old school and want to use that GLQuake weirdness to see ammo boxes you shouldn't be able to see, add gl_nearwater_fix 0 to your autoexec.cfg -- without anti-wallhack you can see players with gl_nearwater_fix 0 if you do it right ... but what server doesn't have anti-wallhack anymore?

          dx8pro can use -fullwindow command line parameter. I don't know if I mentioned this, but the dx8 wrapper was recently upgraded to use a new one MH revised in April.

          r_clearcolor is supported in GL builds. Works just like r_clearcolor in WinQuake. Do you care? No? Yeah ... this is just something that bothered me.

          With developer 1, the max x,y,z and min x,y,z of the map will print to console. Just capturing the size of the effective world coordinates. Boring stuff.

          wqpro clears the view blends on disconnect even if you have, say, Quad. Yet another boring bug fix.

          Mousewheel can always scroll the console. Not exciting. Again, just trying to get the engine to be very refined, consistent.

          Other small bug-fixes like making the start demos continue even if the menu is up, the ability to print gl_extensions via "gl_print_extensions" command.

          The next couple of updates will focus on more bug-fixing and refinement so I can clear that busy-work out of the way.
          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


          • #20
            ... and it's faster again! (at least for me) - this one goes like a freight train now. About 25% up on the last one.

            You're also handling big complex scenes better too; I tried it out with ctf1rq and never dropped below 50 FPS (compared to 15 for 435), even in some of the real heavy ones. Superlative stuff.

            Did I ever mention to you that you can change this:
            Code:
            static int		originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
            ...to this...
            Code:
            static int		originalmouseparms[3], newmouseparms[3] = {0, 0, 0};
            ...and get mouse response like -dinput but without dinput?
            IT LIVES! http://directq.blogspot.com/

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            • #21
              Originally posted by mhquake View Post
              ... and it's faster again! (at least for me) - this one goes like a freight train now. About 25% up on the last one.

              You're also handling big complex scenes better too; I tried it out with ctf1rq and never dropped below 50 FPS (compared to 15 for 435), even in some of the real heavy ones. Superlative stuff.

              Did I ever mention to you that you can change this:
              Code:
              static int		originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
              ...to this...
              Code:
              static int		originalmouseparms[3], newmouseparms[3] = {0, 0, 0};
              ...and get mouse response like -dinput but without dinput?
              I know about the mouseparms stuff and eventually I'll think of a way to integrate it. It is on my list of things to get to. Although I'm not exactly sure how I will present it as an option.
              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


              • #22
                Aaaah, gl_texsort 1. It's back down to 15 with gl_texsort 0.

                R_DrawSequentialPoly really must die. I need to work on this for you (I owe you at least that for recent services) and I fancy doing some OpenGL work soon - it's been a while. No vertex arrays, I promise!

                Yeah, the mouse is an interesting option. Something like "enable OS mouse acceleration" (0,0,1 = yes, 0,0,0 = no) would make sense but that won't fit in the menu real estate available.
                IT LIVES! http://directq.blogspot.com/

                Comment


                • #23
                  Originally posted by mhquake View Post
                  Aaaah, gl_texsort 1. It's back down to 15 with gl_texsort 0.

                  R_DrawSequentialPoly really must die. I need to work on this for you (I owe you at least that for recent services) and I fancy doing some OpenGL work soon - it's been a while. No vertex arrays, I promise!
                  Hehe, no vertex arrays /Laughs a bit

                  \Obviously you don't owe me anything.

                  Yeah, the mouse is an interesting option. Something like "enable OS mouse acceleration" (0,0,1 = yes, 0,0,0 = no) would make sense but that won't fit in the menu real estate available.
                  For ProQuake, a menu has to support 320x200 mode (for the WinQuake build, in particular).

                  I maybe be able to fit options like that in creatively. I plan to add a contrast slider bar in one of the next versions rather than be a not widely known cvar. This means I have to lose an option on the menu.

                  As an example, I might combine Mouselook and Inverted Mouse -- both of which I feel are major options that absolutely must be there --- into a single option ---> OFF --> ON --> Inverted OFF --> Inverted ON

                  Or maybe make the MP3 volume control and the MP3 off on into a single line item.
                  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


                  • #24
                    Notes:

                    Mirror oddities occur in the dx8pro build (r_mirroralpha 1 on start map for anyone reading). I'll have to investigate this. This is, however, a good thing. I'd prefer it work but be wrong over it not working at all



                    ^ Mirror can appear through walls.



                    ^ Seems to be drawn over player with chase_active 1.

                    And ... although I don't recall changing anything (but must have) ... HalfLife maps in my non-colored-light way of loading them now work in dx8pro.



                    Which reminds me ... whatever the fix is to make those entity errors print fast (like when loading hip1dm1 in deathmatch without using the hipnotic progs -- commonly done) ... I need to do to mine so the Half-Life map missing entities print fast.

                    Also:

                    Although the way ProQuake 4.38 works with releasing the mouse in the menus and when in the console is great, it has the downside of making it hard to bind the mouse buttons in the menu. As that is commonly done, I need to resolve at least for that screen.

                    I can't quite recall the situation but I believe in Windowed mode it is nearly impossible to bind those keys in the menu with GLQuake/WinQuake because it releases the mouse.

                    My workaround will probably be to read the mouse buttons in vid_wgl.c in WinMainProc straight from the Windows message and fake a button press Key_Event to get those bound.

                    And yet another note ... I need to rewrite the screenshot system to apply gamma and contrast to the screenshots or in wqpro to the screenshot palette. And likewise do for AVI video capture.

                    [Although MH likes to give me credit for different stuff, the fact is that the reason ProQuake development is moving so fast is that he has written a couple of tutorials that have allowed ProQuake to gain some features I would have spent a month trying to figure out myself. In the past, I'd look at this 3 page list of things I'm trying to implement and think of how long it would take to clear the list, but MH has provided solutions to a couple of the hardest of them all making these other ones look easy by comparison ]
                    Last edited by Baker; 07-13-2010, 09:45 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


                    • #25
                      Excellent

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                      • #26
                        Download: ProQuake 4.40 - 1.5 MB (Source)

                        New in this version:

                        1. The namemaker command is back. You can use the mouse to click on the letters in glpro and dx8pro (in wqpro and d3dpro, you'd have to be in windowed mode).

                        2. chase_active 1 fix. (R00k's version of fix). Camera doesn't poke through walls of the map.

                        3. Ability to bind mouse buttons and mouse wheel in customize controls is "fixed". It wasn't technically broken, but I've made glpro release the mouse cursor when going to the menu so Quake wasn't catching the mouse presses in the normal way.

                        The rest is boring bug-fixes and refinements to improve the quality, I won't burden anyone with that. Like the start demos continue to the next one even if the menu is up now (In Quake, it wouldn't proceed to the next one for some reason?).



                        Bug note: r_mirroralpha and r_wateralpha in dx8pro don't render quite right due to some mistake I made back when implementing MH's d3d8 wrapper. The wrapper is fine. Tested against MH's Enhanced GLQuake D3D8 and that engine's r_wateralpha is fine. So it's my bad for sure. Which is great, because I can fix it.
                        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


                        • #27
                          Avoid 4.40. I introduced a bug in 4.39 somewhere that needs to be eliminated.

                          Problems:

                          1. wasn't recognizing +whatever command line parameters. Made dumb mistake. Easy to fix.

                          2. Starting with 4.39, something isn't quite right with the lightmaps. Investigation required.

                          3. Somewhere inbetween 4.15 and 4.26 I get a small weird problem with video mode switch it looks like my textures get reset to white.

                          4. In 4.40 I get a flickering status bar and have lost my waterblends.

                          I hate little engine bugs popping up here and there. Fortunately I make very few changes each version and made a big effort to review every change I've done. But this is annoying.

                          Strange ...

                          #3 is easily explained. #1 is easily explained. #4 is slightly surprising. #2 is odd.

                          Sometimes when things are going easy and fast I forget what a time sink little annoying things can be.
                          Last edited by Baker; 07-15-2010, 12:14 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


                          • #28
                            Download: ProQuake 4.42 - 1.5 MB (Source)

                            Avoid this build. Still has bugs.

                            But most importantly, I exhaustively reviewed the changes that MH made to DirectBengt and his overbright "tutorial engine" and line by line examined dx8pro (and glpro ... removed a lot of lightmap crap that no one uses because it doesn't actually work in any GLQuake and probably never did like GL_INTENSITY, GL_ALPHA).

                            The dx8pro has far higher performance now and is nearly identical to the glpro build even with weird commands like (timerefresh, envmap).

                            Bugs remain. But the rendering speed is far higher.

                            I also need to probably make "fake vsync" in 443 for dx8pro.
                            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


                            • #29
                              2. Starting with 4.39, something isn't quite right with the lightmaps. Investigation required.
                              Code:
                              		t >>= 8;
                              should be

                              Code:
                              		t >> 8;
                              same with >>=7

                              its a bitwise shift not a comparison, late night coding takes it's toll!
                              Last edited by R00k; 07-16-2010, 01:36 AM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                              Comment


                              • #30
                                Originally posted by R00k View Post
                                Code:
                                		t >>= 8;
                                should be

                                Code:
                                		t >> 8;
                                same with >>=7

                                its a bitwise shift not a comparison, late night coding takes it's toll!
                                Haha! Thanks. Now how the hell did that happen? Oh well, it doesn't matter ...
                                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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