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  • #31
    Originally posted by =peg= View Post
    Amen to that! Preach on brother
    Nothing beats a good "tired with a beer" post

    Yeah, I won't be able do another ProQuake update for a couple of days but I was rather proud of myself for knocking out 3 problems in 45 minutes when I should have been sleeping and I could barely keep my eyes open.

    But that whole post is literally true.

    I'm kind of paying for that update as I could have used the extra sleep ... oh well. Lately, it feels like engine coding has been a lot easier and I'm not so intimidated by the huge list of things that are wrong with the Quake engine.

    So, I'm gonna go with that ...
    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


    • #32
      Originally posted by oldendirt View Post
      Tried out the dx8pro in windowed mode and when I alt-tab away and back, the video mode gets squashed down into a tiny window... plus the window decorations stay in the middle of my screen but the actual window gets pushed to the upper left corner! I cannot seem to change the video mode after that.

      Normally I use glpro but I like trying out your different releases. FWIW
      Ok ... this should be gone now.

      Download: ProQuake 4.47 - 1.5 MB (Source)

      Bug fixes:

      1. dx8pro should be exactly on par with glpro in functionality and reliability and behavior. I noticed that the dx8pro build didn't do quite the same things on a video mode switch, leading to several hard to notice but undesirable side effects (mouse, keyboard, audio and not being able to tell what mode it was in). The wrapper itself is perfect. [These changes should eventually be put in DirectFitz since it has video mode switch, I'll probably do that eventually.]

      2. All versions: video mode switch no longer studders sounds at all. Did that while resolving dx8pro build strangeness. Particularly noticeable if you hit ALT-ENTER when an ogre is using the chainsaw.

      3. The starting demos bug Polarite reported has been fixed.

      4. host_sleep is disabled by default now instead of enabled by default. And it doesn't save to config.

      Side note: I did some experimentation and get about 10% higher fps with gl_triplebuffer 0. May work for you, may not. Some video cards prefer gl_triplebuffer 1.

      Upcoming changes should be more interesting and less bug-fix oriented. I hope. But I really wanted to kill those issues off.
      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


      • #33
        Originally posted by Baker View Post
        1. dx8pro ... behavior.
        It is close, but not 100%

        1. Actually it isn't quite 100% I notice that a switch from fullscreen to windowed will keep the window in foreground on ALT-TAB out.

        2. On my Vista machine, an ALT-TAB out in fullscreen can get an error in very specific circumstances. I think it is a specific video mode. Make alteration to not restart the sound/music on regaining fullscreen active app status until the video mode switch is completed so that doesn't make a lot of annoying noises in the process of getting the error.

        3. Need to do a slight change since the dx8 wrapper doesn't support switching display frequency. Need to reflect that in the menu. Likewise, it doesn't support on-the-fly vsync, but rather specifying that via the command line (-vsync on command line enables vsync).

        (Reverse stopping sound on an ALT-TAB out. Doesn't seem right.)

        4. Check to see if display frequency stores in the config; eliminate the pointless con_print saying 0 Hz isn't a valid frequency.
        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


        • #34
          dx8pro is perfectly playable and functional, and these small and rare issues will be something I revisit again when I add a texture manager to allow full video mode switching.

          The minor issues must be the order of which events occur during the video reset which I thought I had nailed down, but I must be off a little.
          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


          • #35
            Proquake Mac OSX

            Hey Baker, I tried 4.45 and 4.46 mac osx builds and the player's skins are whited out (see attachment). Only player skin models are like this, monster models and everything else seem fine. Additionally, the gamma command in the console doesn't work, i get a message that reads "Can't set gamma request" or something to that effect and contrast appears as a unknown command. I've tried on two different macbooks, one with a geforce 9400m and mac os 10.6 and the other with a 64 gma or whatever it's called on mac os 10.5. Both problems only occurs on glquake 4.45 and 4.46, winquake works fine. The player model problem does not occur in proquake 4.00. Just in case it matter.... I have nothing in the command line

            EDIT:
            I figured out the player skin model problem. For some reason on 4.45 and 4.46 gl_nocolor is set to 0. Setting it to 1 fixes the problem. But I was wondering if there's a way to brighten up my quake. I know the windows version of proquake isn't this dark, I can't see people hiding in dark corners. In this screenshot I have my gamma in the command line set to 0.2
            Attached Files
            Last edited by Lenny; 07-22-2010, 07:30 PM.

            Comment


            • #36
              Originally posted by Lenny View Post
              Hey Baker, I tried 4.45 and 4.46 mac osx builds and the player's skins are whited out (see attachment). Only player skin models are like this, monster models and everything else seem fine.
              Ah ... dumb mistake on my part. Easily resolved. I never tried chase_active 1.

              In planning to support colored dead bodies in OpenGL, I enclosed the skin coloring in conditional compilation #ifdefs.

              And enabled them only on Windows.

              I'll do a new OS X release in the next 24 hours to remedy this situation.

              Thanks for the heads up, OS X testing is always highly appreciated as there are not so many OS X users to receive bug reports from as Windows for sure.

              And yes, I'll work on the gamma (and contrast) in the OS X GL build. Probably won't be in the next 24 hours but likely within the next 2 weeks. The OS X OpenGL build is the only OpenGL build not using the same gamma system as the rest and I want to integrate 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


              • #37
                Lenny, here is a skin fixed 4.45 OpenGL binary for OS X since I said I'd do an update real fast

                http://quakeone.com/proquake/glquake.zip
                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


                • #38
                  The link doesn't work.

                  Comment


                  • #39
                    I got a really dumb question for ya... what ever happened or rather how can you make the console disappear, like you used to be able to press + twice, and then - twice to restore the console.

                    I can't figure out how to do it anymore, and although in the advanced options you can, change the size of the console you can't seem to make it disappear.

                    I'd just load the old 3.50, an use it on there, but for some reason the 3.50 proquake hates my graphic card. An loads all in white lol.

                    the 4.XX onwards works fine for me, however... i notice you have the + and - being used for volume now, so what happened to that feature that used to be there? did you implemented anywhere else?

                    Thanks, sorry for the stupid question.

                    Comment


                    • #40
                      bind "`" "toggleconsole"
                      bind "[" "sizeup"
                      bind "]" "sizedown"

                      or any other keys obviously

                      Comment


                      • #41
                        thanks peg ^^

                        Comment


                        • #42
                          Originally posted by Polarite View Post
                          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

                          In version 4.47 all seems to work fine now.

                          New test timedemo demo1 =

                          Glpro447 = 732,5 fps (no matter -gamma or not.)

                          A few fps less again compared to 4.36 and 4.44 dunno why


                          Nevermind the test

                          Tested again and got 768fps , no virusscanner update this time lol my bad


                          Anyway good job Baker !
                          Last edited by Polarite; 07-24-2010, 10:10 AM.
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                          • #43
                            Originally posted by Mr.Burns View Post
                            Hi Baker,

                            My apologies but despite my best efforts I've still not been able to pin down the specific circumstances surrounding the "spawn firing" oddity so that I can intentionally recreate it. However, just in case it helps, I've noticed that it occurs mostly when you first begin a new map. You were right in that it only appears to happen on a RuneQuake server and it seems difficult to predict. Peg (thx matey) and I have been trying to test it on the Bigfoot server and intially noticed that during low traffic the problem did not occur once.

                            However today I was testing on the same server this afternoon and it happened on 2 maps in succession with only 3 players connected. There was virtually no packet loss and 0 dd's.

                            Again, it's only a very minor thing and not worth spending a significant amount of time on it, if indeed it's not down to the RQ mod itself, but interestingly whilst talking about it to another player (ISDN Satan) he mentioned that he occassionally has the same problem when using the pq client (he was using 4.47 and I'm using 4.43).

                            If I spot a known pattern I'll post in here in case it helps you/Slot

                            Kind regards

                            Monty
                            (Apologies if I dont respond to any replies for a while as I'll be in the USA for several weeks and connectivity may be limited)
                            Mr. Burns, if this only occurs at the beginning of a map then it is kind of related to how the speedrunners can fire the nail gun during intermission -- except RuneQuake ignores your impulses while the spawn shields are up. I can check to see if this is a RuneQuake ignores the attack state thing due to spawn shields and if so maybe Slot can correct it.

                            I wouldn't for the most part want to change the engine behavior in that regard because if I do it is breaking standard Quake compatibility (even if a minor thing).

                            Anyway, I'll do some research on this as time permits.

                            Originally posted by Lenny View Post
                            The link doesn't work.
                            http://quakeone.com/proquake/GLQuake.zip --- there. Unfortunately I typed it all lower case the first time.
                            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


                            • #44
                              Originally posted by Lerster View Post
                              I got a really dumb question for ya... what ever happened or rather how can you make the console disappear, like you used to be able to press + twice, and then - twice to restore the console.

                              I can't figure out how to do it anymore, and although in the advanced options you can, change the size of the console you can't seem to make it disappear.

                              I'd just load the old 3.50, an use it on there, but for some reason the 3.50 proquake hates my graphic card. An loads all in white lol.

                              the 4.XX onwards works fine for me, however... i notice you have the + and - being used for volume now, so what happened to that feature that used to be there? did you implemented anywhere else?

                              Thanks, sorry for the stupid question.
                              If you want to use "+" and "-" for viewsize +/- like classic Quake, then add this to your command line: -nosoundkeys

                              and edit your config.cfg to remove the binds saved for +/- and they will be the Quake defaults.

                              I did this because I identified 3 poisonous keys that newer players always have trouble with:

                              1. F11 zoom ... classic Quake binds a horrific zoom bind that screws up both your sensitivity and FOV. ProQuake redefines it to some "safe" on startup.

                              2 and 3. The plus and minus keys: new players would post questions like "help my status bar is missing" or "my screen is very small how do I fix" --- so likewise, on startup ProQuake substitutes that with sound control keys which most people make use of.
                              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


                              • #45
                                Hmm.. the football map on RA seems to crash my D3D. I'm running Win7.

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