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  • #16
    Originally posted by mhquake View Post


    4.45 anyone?

    Actually restarting the map was all that was needed.
    (and yeah, it said that in the readme. and yeah, i'm always complaining about people not reading readmes. so shoot me. )
    It prints on screen "please restart map to for feature to take effect" when gl_overbright is changed. A number of commands in Quake require a level restart or a disconnected state.

    Of course in one of the next versions, I'll have it rebuild the lightmaps and upload them upon a change of gl_overbright in real time.

    But there are only so many hours in the day ... I feel it is better to release something with a solid incremental improvement and make it perfect later.
    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


    • #17
      Since version 4.38 and above I get framedrops again.

      For example in all other version i use pq_maxfps 200
      Result stable 200fps.(glpro350 to glpro 4.36)
      When I use version 4.38 I get drops to 150 just staying at start..
      I have to set pq_maxfps to 260 to get above 200-210 but not a stable 200fps there.
      It goes from 210 to 245 , 235 ,220 and so on..

      Also when set pq_maxfps 200 it doesnt run smooth at all.

      Get this message too when starting :

      Warning: Multitexture extension not found

      And when I try to join a server now using qview it auto starts playing demo1 now.
      Last edited by Polarite; 07-17-2010, 02:02 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


      • #18
        Originally posted by Polarite View Post
        Since version 4.38 and above I get framedrops again.

        For example in all other version i use pq_maxfps 200
        Result stable 200fps.(glpro350 to glpro 4.36)
        When I use version 4.38 I get drops to 150 just staying at start..
        I have to set pq_maxfps to 260 to get above 200-210 but not a stable 200fps there.
        It goes from 210 to 245 , 235 ,220 and so on..
        Try host_sleep 0 and see if you get the frame rate you expect.
        Then try gl_nearwater_fix 0 and see if you get the frame rate you expect.

        In testing, setting those to 1 had absolutely no effect. host_sleep 1 reduces CPU usage. So I made those defaults ... but if they have any impact, then I will have them default 0 in the future.

        Get this message too when starting :

        Warning: Multitexture extension not found
        Then ProQuake was never finding your multitexture in the past either, it is just that I added a message in the recent versions.

        For example, start say glpro434.exe and look at the console print. Notice it doesn't say "multitexture enabled" anywhere. In the past, it didn't tell you if the multitexture wasn't enabled, only if it was.

        So this is no change except the message stating it wasn't found.

        I will be switching from SGIS multitexture to ARB in the future, and it would find your multitexture. But I need to make sure the rendering code actually works in multitexture in ProQuake first (usually you get all white textures which is why people would add -nomtex to their command line to solve).


        And when I try to join a server now using qview it auto starts playing demo1 now.
        I'll check that out and fix. Thanks for the bug report.
        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


        • #19
          host_sleep 0 did the job , stable fps I'm getting again when choosing pq_maxfps 200 or any other number.

          Thanks !
          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


          • #20
            Originally posted by Polarite View Post
            host_sleep 0 did the job , stable fps I'm getting again when choosing pq_maxfps 200 or any other number.

            Thanks !
            DarkPlaces effectively defaults to host_sleep 0 --- in fact, I don't believe you can even change it (but I could be wrong).

            So ...

            I thought defaulting it to 1 might be ok to do.

            It can save a ton of CPU usage. Quake might use 70% CPU and then with host_sleep 1 just use 7%.

            Too bad.

            I'll find a way to get it into the menu as an option then.

            Thanks for the info and the testing.
            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


            • #21
              Likely tomorrow ...

              1) Killing the demo starting with Qview issue.
              2) Uploading the lightmaps when gl_overbright is changed so it occurs in real time. (Note to self: Remember to set the flag the texture as TEX_WORLD so the lightmap get deleted on level change with the gl_free_world_textures feature. If it isn't already.)
              3) Change console background and reload sbar pics upon gamedir change.
              4) Mac OS X build ... with contrast (nope, OSX build doesn't have contrast right now).
              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
                Btw with host_sleep 0.
                I tested demo1 again and im getting this :

                Glpro436 = 741,8 fps (with -gamma on the commandline its 765,2fps)
                Glpro444 = 796,fps no matter -gamma or not.
                So gain of 54,8 fps again total of 614,1 fps
                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


                • #23
                  I'd default host_sleep to 0. It seems like a nice feature, but in general I'd think you would want your CPU to be working fulltime instead. That's what it's there for, after all.

                  Most machines will have an extra core or 3 spare if you needed to run any other apps anyway.
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #24
                    Originally posted by mhquake View Post
                    I'd default host_sleep to 0. It seems like a nice feature, but in general I'd think you would want your CPU to be working fulltime instead. That's what it's there for, after all.
                    In particular, a situation where it is highly beneficial is when you are hosting servers. A dedicated server console with no rendering and Quake standard 72 fps is absolutely a situation where this feature is maximally valuable.

                    The feature itself has requested by ORL back quite a while ago and aguirRe provided me the implementation and explanation.

                    It radically increases the numbers of dedicated servers that can co-exist and perform well together.
                    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
                      Doesn't the dedicated server have a sleep until input thing anyway? I'll admit that I'm not that familiar with it though.

                      OK, amend my suggestion: host_sleep 1 if running -dedicated, 0 otherwise.
                      IT LIVES! http://directq.blogspot.com/

                      Comment


                      • #26
                        Slight delay due to lightning, but also because I got bogged down in the Fruitz of Dojo gamma system which isn't equivalent of Windows at all. Loaded up ezQuake 1.9 OSX and same issue, although it does have contrast control.

                        As soon as I'm convinced the lightning isn't coming back ... I'm essentially done with the Mac OS build of ProQuake 4.44 and will upload that.

                        I'll make a note of some of the differences between the OSX and Windows builds in terms of the few remaining feature differences and/or things I need to make equivalent (and bugs):

                        1. On startup, the GL OSX version lists the extensions and I haven't implemented the gl_print_extensions command. The GL OSX version also doesn't have the equivalent of describe current mode.

                        2. The GL OSX version doesn't have video mode switching in-game, but does have it in the launcher. Someday it will, I'll examine how DarkPlaces handles it.

                        3. Both the GL OSX version and the "WinQuake" equivalent capture screenshots as .PNG

                        4. In the menu, I haven't implemented "Advanced Preferences" menu -- mostly because I want to rewrite the menu code in menu.c to make it more streamlined and easier to maintain.

                        5. When in windowed mode, the GL OSX version can be somewhat resized. I'm not capturing the resize and when it occurs, the console size is ProQuake is not being updated so the console only takes up a portion of the screen instead of the size it should.

                        6. DirectInput is a Windows feature. Although OSX won't have that, as MH alluded to in this thread or another ProQuake thread, there is a way in non-DirectInput to make the mouse feel rather similar. I want to for sure have this as an option in OSX.

                        7. OSX key repeats in the menu isn't the same as Windows. For example, if you hold down backspace in Windows, it will eventually clear the whole line of text you have entered. In OSX, you have to repeatedly press backspace because it isn't repeating. Past experiments to do so have yielded some weird multi key triggering results. It looks like EZQuake may have a fix for this ... I haven't had time to fully research it.

                        8. OSX ProQuake does have paste from "clipboard". The way it does it is different and you can paste text even in all the "text fields" in the Quake Menu like probably the name field and such. Windows ProQuake only allows this in the console and in message mode. I need to reconcile.

                        9. Windows ProQuake has the copy command, which copies the current console to the clipboard. I have not implemented such in OSX ProQuake.

                        10. "WinQuake" OSX ProQuake, being based on Fruitz of Dojo, has the ability to effectively set the conwidth and conheight via "blit mode". So in 1600 x 900 mode, you don't have to have a tiny console and small sbar. It would be cool to add a vid_consize equivalent to all versions of "WinQuake" regardless of platform based on that method. It would also be nice to allow more video modes in "WinQuake" particularly on Windows -- perhaps some other software renderer engine has done this (probably true).

                        11. Right now, the OSX versions don't have web download. I can make a web download build of OSX ProQuake that is a Intel specific binary, but not a Mac universal binary. I don't like the idea of an Intel specific binary even though there are surely less and less PowerPC Macs (2006 Apple switched to Intel. 2007? Somewhere around there). This is because I statically link to libcurl, which sucks. It needs to do it the DarkPlaces way for a few different reasons, including the fact that ProQuake will not start without the libcurl library instead of just say "hey, libcurl isn't there so don't use web download".
                        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
                          Mac OSX Binaries

                          Download: ProQuake 4.45 - 1.5 MB (Source)

                          Windows version of 4.45 will end up being released but will have no new features, just a same source base version of this.

                          OSX notes: make host_sleep 1 an option in it, unravel the gamma system it is using to add contrast, examine palette code.

                          The "WinQuake" version of OSX ProQuake does have contrast contol now.
                          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

                            Comment


                            • #29
                              Mac OSX Binaries

                              Download: ProQuake 4.46 - 1.5 MB

                              - Mac OSX allows resizing in windowed mode. Past binaries didn't resize the console. This one does.
                              - host_sleep 1 supported.
                              - Past OSX binaries use a crapton of CPU when you minimize the window. This one detects a minimized window and free CPU usage.

                              Question: Why did you invest this time for the 5 Mac OSX ProQuake users.
                              Answer: Because there will be more in the future.

                              The future isn't an extension of the present, it is a reflection of our demands.

                              Some people believe Quake is dead. This entire web site started over 9 years after Quake was released in 2006 was a defiance of that idea.

                              Will I give up on that idea now?

                              Those that know me know the answer is "Not now. Not ever." It is not because I don't understand the future, it is precisely because I *do* understand the future. The future is what we make.

                              And simply we will make that future. Some will disagree. And they will be wrong. I pity them. The future isn't what other people decide, it is what WE decide. Some will disagree; their agreement was never required.

                              Long live Quake.
                              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


                              • #30
                                Amen to that! Preach on brother

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