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  • #61
    Yeah, I just gave it a shot. Thanks Bakey. I didn't have to use the gamma command with D3D though, but I do with Dx8. I'm assuming because it works with my Windows settings? But I'm going to use Dx8 now.

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    • #62
      Originally posted by Wolv View Post
      Yeah, I just gave it a shot. Thanks Bakey. I didn't have to use the gamma command with D3D though, but I do with Dx8. I'm assuming because it works with my Windows settings? But I'm going to use Dx8 now.
      Lemme know how it goes.

      I would think you shouldn't have to use -gamma in your command line with dx8pro, but if you are saying you have to then I guess you do.

      Do you get a "Warning: Hardware gamma not supported" kind of message when dx8pro starts up?
      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


      • #63
        dx8pro should be essentially equivalent to glpro so far as gamma/etc is concerned; I definitely didn't include any code that affects that part of things, preferring to let the main codebase handle and control as much as possible, so if it applies to glpro (for good or ill) it should also apply to dx8pro.
        IT LIVES! http://directq.blogspot.com/

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        • #64
          I really like the water alpha in WinQuakePro when its set at 0.2 or 0.1, all the little color changing squares look soo coool.
          Attached Files

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          • #65
            Putting this here for future reference:

            My "to do" list ...

            Generic Rendering Stuff

            GL: MH's lightmap speed up
            GL: Optional dead bodies color fix
            GL: R_clear ... my code is a mess and for no reason. Fix.
            GL: Support for non-512 sized skyboxes (256, 1024, etc)
            GL: Find out if my skyboxes are oriented properly ... compare with FitzQuake 0.85
            GL: r_shadows ... either they are 0.5 or they aren't ... remove support for ranges
            GL: ARB multitexture support, but if you do this make gl_texsort 0 work.
            GL: Consider repairing -8bit support in GLQuake on Windows (got broke somewhere)
            GL: Verify that Half-Life maps still work
            GL: Remove that gamma correction stuff on the textures for non -gamma command line
            GL: Texture manager to support full video mode switching even bpp
            GL: (d3dpro) View blends issue with d3dpro and possibly -gamma?
            GL: The model bounding box fix. Does this affect WQ too?
            WQ: Automatic paletteization of skybox to support seamless play of existing mods
            WQ: Some sort of console scaling option
            WQ: Smooth sky scrolling
            ALL: Add contrast to the menu
            ALL: Alpha masked texture support -- like how Half-Life maps do it
            ALL: Maybe possible optional lightstyle interpolation in Win and GL


            Interpolation

            GL: Interpolation on load games
            WQ: Interpolation on map load and coming through a teleporter (torches get weirded for a split second)
            ALL: Player isn't interpolated (at least in GL for sure)
            ALL: Weapon interpolation on/off option


            Keyboard/Mouse

            WIN32: Decrapify the keyboard code, maybe finally nuke the international keyboard problem.
            WIN32: Clean up mouse code
            WQ: See if possible to release mouse in fullscreen (FTEQW somehow does it and you can see the cursor)

            Gamedir Changing

            GL: Console and status bar reload on gamedir change.
            ALL: Parameter completion (demos, save games, map names)
            ALL: Maybe compress demos after they are done recording?
            ALL: PNG and JPG shots?

            Menus

            GL Add FitzQuake's attempted detection of altered video card settings like forced vsync on/off
            WQ: Make WinQuake video menu like the GL one?
            WQ: Note inability to control vsync, note existence of -dibonly command param
            DX8: Note the inability to control video refresh frequency
            DX8: Make sure code always works and that the video refresh frequency issue isn't affecting it
            DX8: Note inability to control vsync in video menu for dx8 but also note -vsync command param
            D3D: Note inability to control vsync at all


            ALL: Contrast in the menu
            ALL: Clean up menu code ... FTEQW style menu code, hella easier to maintain I bet
            ALL: QuakeOne.com server browser
            ALL: color 14/15 support is fine, but in the multiplayer setup it doesn't work
            ALL: Centered menus as an option (and default it on)


            Mac OS X Stuff

            OSX: gl_print_extensions command, maybe a vid_describemode and vid_describecurrentmode
            OSX: Libcurl support done properly for map download
            OSX: "Copy" [to clipboard command] capability just like Windows ProQuake
            OSX: Contrast control like other versions.
            OSX: Getting advanced settings menu in there finally please
            OSX: Set lightmap default to luminance? Test performance of it.
            OSX: Some way, some how make key repeats work.
            WIN32: Make certain keys like up and down arrow repeat in console.

            Flash

            Quake.cmdline support. PSP Kurok has this, reads command line from a file.
            -no mouse option for Flash. You might not want mouse support in Flash.


            Servers/Protocols

            GL: Running a Half-Life map in -dedicated mode crashes us. Fix.
            WQ: Alpha brush model support in WinQuake.
            WQ: Smooth sky in WinQuake.
            ALL: Maybe EF_FULLBRIGHT support (I have half the Nehahra "protocol", might as well finish)
            ALL RocketGuy stuff (sv_dmflag --- name that right sv_singleplayer_entities_in_deathmatch 1)
            ALL: RocketGuy's kickban
            ALL: FitzQuake protocol 666 support
            ALL: Touchlink fix #2 for the "White Room"?
            ALL: Rook's anti-jerky fix for ProQuake (happens when riding people usually)
            ALL Skutarth port stuff
            ALL: Change some of the system error stuffs to host errors
            ALL: See if we need to speed up error message printing like when loading hip1dm1 or Half-Life maps
            ALL: Multiplayer save games.
            ALL: Juggle player ability in save-resume to change player entity numbers to match player names on load.

            MAYBE: Yugo2Heck single port patch for Windows? Or is it Linux?

            Bugs/Weirdnesses

            DX8: Windowed mode is topmost if it starts in fullscreen.
            WIN32: Windowed mode and clicking title bar or close button when Quake doesn't have focus and keydest is game.
            WIN32: Without DirectInput, mouse behavior is foobared with windowed mode placed on monitor #2 on dual screen with screen #2 on "left" (negative coordinates problem?)

            Other Operating Systems/Compiling

            Update the Linux version
            Maybe make ProQuake buildable in Cywin and Mingw for Windows


            Experiments

            GL: Reversed viewpoint support. Too troublesome to try in WQ.
            WIN: Split screen support?
            ALL: Option to display coordinates on-screen.
            ALL: Maybe some sort of indication when you are recording a demo or playing one back (like Qrack)
            ALL: Kurok support

            Maybe?

            ALL: Case insensitive cvars and commands?
            ALL: Case insensitive filename system? Or no?
            ALL: Double gamedir support for Warpspasm.
            ALL: If you do the above, raise file handles?
            GL: Work on fog support some more.
            ALL: Support maxplayers 16 in listen mode?
            ALL: Rook's grenade bounce fix
            ALL: Check and see if port defaulting causes QView issues with non-26000 port.
            ALL: Stair step smoothing if needed?
            ALL: Ticrate and frame rate independent physics and mouse input?
            ALL: Make F1 help actually show diagnostics or what not.
            ALL: Make a "proquake" cvar that saves to config. If config loading doesn't have "proquake" cvar then load "proquake.cfg"? I'm not sold on this.
            ALL: How to avoid dumbness of gamedir changing loading a config which changes the video mode or mouse input or something inappropriate?
            ALL: Should doing gamedir in the console immediately write config.cfg?
            ALL: Make an easier way to set a group of cvars (i.e. GLQuake style versus GLQuake better looking or what not.)

            Add: Get the WinQuake titlebar captioned the same way Windows is.
            Add: Fix sound channels.


            Add: Why does WQ have a "too large HUD" in 640x480 windowed mode?
            Answer: It's hardcoded that way.

            Also: make the ALT-TAB switching in WinQuake use those goofy vid_fullscreen_mode and vid_windowed_mode cvars that have always been in WinQuake. Might as well as they are there and it would be kinda nice to have a saved "memory" of the preferred -window versus fullscreen mode.

            Add: add stain maps to GL version just so it is consistent with wqpro version.

            Add: EBFS and Frik_File stuff from RocketGuy and the enhanced banning stuff from RocketGuy/Cortex.

            Add: Make sounds and sprite download with HTTP_DOWNLOAD.


            Add: Sounds. Jack the MAX_CHANNELS up and all those other fun sound constants to mirror JoeQuake and FitzQuake, etc.

            Find out why ProQuake when connected to an FTE server has odd flickering, JoeQuake and Qrack don't. Gotta be something small.

            Add: Clarify the "map not found" message when running shareware Quake and trying to load an external map. Explain that it isn't that the map isn't found but rather that shareware Quake isn't permitted to run custom maps.
            Last edited by Baker; 07-29-2010, 09:27 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


            • #66
              Originally posted by Baker View Post
              ALL RocketGuy stuff (sv_dmflag --- name that right sv_singleplayer_entities_in_deathmatch 1)
              FYI this cvar no longer exists, RQuake mode is now controlled by the -rquake argument.

              Comment


              • #67
                Originally posted by RocketGuy View Post
                FYI this cvar no longer exists, RQuake mode is now controlled by the -rquake argument.
                It really should be a cvar.

                RQuake is a perfectly Universal Server compatible mod. So if a server running Universal Server with 10 mods available, you can switch a cvar on when switching to the RQuake mod. If it is a command line argument, you can't really "flip" that.

                Your Frik_File and EBFS stuff ... it will be the default in ProQuake, by the way. I'm going to make ProQuake require -qccx to run CRMOD and RuneQuake.
                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


                • #68
                  Originally posted by Baker View Post
                  It really should be a cvar.

                  RQuake is a perfectly Universal Server compatible mod. So if a server running Universal Server with 10 mods available, you can switch a cvar on when switching to the RQuake mod. If it is a command line argument, you can't really "flip" that.

                  Your Frik_File and EBFS stuff ... it will be the default in ProQuake, by the way. I'm going to make ProQuake require -qccx to run CRMOD and RuneQuake.
                  As you wish, sir. I trust you can make it back into a cvar yourself.

                  Comment


                  • #69
                    DX8: Windowed mode is topmost if it starts in fullscreen.
                    Thinking about this more - when D3D starts up fullscreen it sets itself into exclusive mode meaning that it's the only app that has control of the monitor (which is how it can change resolution without needing to call ChangeDisplaySettings). It's startup code takes the HWND as a parameter though. Can't remember if your code destroys the window or not on a mode change, but if it's Fitz-derived I think it probably does, so the HWND it got on startup would be invalid. That's probably irrelevant though because you've likely #ifdef'ed around that part. What is relevant is that I wonder if the style associated with the HWND on startup is also somehow "remembered" by D3D and forcibly restored when then device is reset?

                    OpenGL doesn't actually have the concept of an "exclusive mode" - so "fullscreen" is just a borderless topmost window that fills the display and resolution changing happens through ChangeDisplaySettings. No reason why the same approach couldn't be done for D3D8, although it would need a bit more code and might lose some performance. Wouldn't be much though, and stability might be given a higher priority.
                    IT LIVES! http://directq.blogspot.com/

                    Comment


                    • #70
                      GL: r_shadows ... either they are 0.5 or they aren't ... remove support for ranges
                      In Qrack, r_shadows 0..1 is off...solid, the range is dynamic based on the height of the entity to the ground.

                      Code:
                      		VectorCopy (ent->origin, downmove);
                      		downmove[2] -= farclip;
                      		Q_memset (&downtrace, 0, sizeof(downtrace));
                      		downtrace.fraction = 1;
                      		SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, ent->origin, downmove, &downtrace);
                      
                      		if (downtrace.fraction < 1)//R00k
                      		{
                      			glDepthMask (GL_FALSE);
                      			glDisable (GL_TEXTURE_2D);
                      			glEnable (GL_BLEND);
                      			glColor4f (0, 0, 0,(((shadelight - (mins[2] - downtrace.endpos[2]))*r_shadows.value)*0.0066)*ent->transparency);//R00k
                      			R_DrawAliasShadow (paliashdr, ent, distance, downtrace);
                      			glDepthMask (GL_TRUE);
                      			glEnable (GL_TEXTURE_2D);
                      			glDisable (GL_BLEND);
                      		}
                      the 0.0066 is a little fuzzy, and added there just to soften the effect. r_shadows.value could be just on or off, and could be replaced with 0.003 if shadows on.

                      edit: actually
                      Code:
                      glColor4f (0, 0, 0,(((shadelight - (mins[2] - downtrace.endpos[2])))*0.00446)*ent->transparency);//R00k fixed dynamic shadow values (1/224 = 0.00446428571428571428571428571429) 224 is max solid color pallete...
                      works pretty good.
                      Last edited by R00k; 07-29-2010, 01:07 PM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #71
                        Download: ProQuake 4.50 - 1.5 MB (Source)

                        Fixed the d3dpro viewblends problem Wolv posted about.

                        The rest of the changes can be filed in the refinement and minor improvement department:

                        Fixed view blends issues once and for all (?). That code is still a kludge, but a perfectly working kludge.
                        Raised MAX_CHANNELS and MAX_DYNAMIC_CHANNELS to mirror FitzQuake 0.85
                        wqpro: Made 640x480 in windowed mode non-stretched
                        wqpro: Made wqpro window captioning same as glpro, etc.
                        wqpro: Rewired ALT-ENTER behavior to use the vid_fullscreen_mode and vid_windowed_mode features originally in WinQuake
                        wqpro: Maximize button in titlebar in windowed mode will change mode to this vid_fullscreen_mode setting.
                        Removed separate application of gamma table to Half-Life textures
                        Made all pr_<name>.c use Con_SafePrintf for messages for speed. (Buffer overrun risk on maps with tons of bad fields?)
                        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


                        • #72
                          source is actually: http://quakeone.com/proquake/proquake_450_src.zip a .zip file
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • #73
                            Originally posted by Baker View Post
                            Download: ProQuake 4.50 - 1.5 MB (Source)

                            Fixed the d3dpro viewblends problem Wolv posted about.

                            The rest of the changes can be filed in the refinement and minor improvement department:
                            Awesome. I'll have to check it out. Thanks.

                            Comment


                            • #74
                              Tonight's likely targets (after I rename all the models/sounds/stuff in Remake Quake for the bigfoot server for auto-download):

                              1. GL: Test MH's lightmap speed up
                              2. GL: R_clear ... my code is a mess and for no reason. Fix.
                              3. GL: Support for non-512 sized skyboxes (256, 1024, etc)
                              4. GL: The model bounding box fix. Does this affect WQ too?
                              5. WQ: Automatic paletteization of skybox to use of GLQuake skyboxes as-is.
                              6. WQ: Some sort of console scaling option (IFFY)
                              7. WQ: Smooth sky scrolling
                              8. ALL: Add contrast to the menu (This is somewhat iffy, mostly because I want to rework the menu code and avoid it until then ...)
                              9. ALL: Maybe possible optional lightstyle interpolation in Win and GL
                              10. ALL: Player isn't interpolated (at least in GL for sure)
                              11. ALL: Weapon interpolation on/off option
                              12. GL: Console and status bar reload on gamedir change.
                              13. ALL: Parameter completion (demos, save games, map names)
                              14. ALL: color 14/15 support is fine, but in the multiplayer setup it doesn't work
                              15. OSX: gl_print_extensions command, maybe a vid_describemode and WIN32: Make certain keys like up and down arrow repeat in console.
                              16. GL: Running a Half-Life map in -dedicated mode crashes us. Fix.
                              17. WQ: Alpha brush model support in WinQuake.
                              18. WQ: Smooth sky in WinQuake.
                              19. ALL: Maybe EF_FULLBRIGHT support (I have half the Nehahra "protocol", might as well finish)
                              20. GL: Reversed viewpoint support. Too troublesome to try in WQ. Gunter wants this.
                              21. ALL: Option to display coordinates on-screen for developers.
                              22. ALL: Support maxplayers 16 in listen mode?
                              23. Add: add stain maps to GL version just so it is consistent with wqpro version.
                              24. Add: Make sounds and sprite download with HTTP_DOWNLOAD.
                              25. Add: Clarify the "map not found" message when running shareware Quake and trying to load an external map. Explain that it isn't that the map isn't found but rather that shareware Quake isn't permitted to run custom maps.

                              But I'm looking to really thin down the list of minor improvements to get busy on the big things ...

                              And avoid server related stuff for now, requires a lot of time to do quality testing.

                              Snuff weird bug with white textures that appeared first in glpro426 when using +map in commmand and the video mode switches from fullscreen to window on startup. 415 does not have issue.
                              Last edited by Baker; 08-03-2010, 02:13 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


                              • #75
                                Hey baker. The newer Proquakes like 4.36, 4.44 give me less FPS than 4.0. In 4.0 I stay at 250fps (my capped maximum) but in the newer ones im at ~170-180fps. It's GL pro, windows xp with an ati radeon.
                                Originally posted by Magnus
                                Apology accepted.

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