Source link = [Page not found]
Announcement
Collapse
No announcement yet.
Engine X 4.61 Beta
Collapse
This topic is closed.
X
X
-
-
Fixed.Originally posted by Phenom View PostSource link = [Page not found]
I didn't get an update out like I expected, but it is mostly coded.
The next update will include a very fun feature.
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
-
I wonder what that will be? ;x
Is there a console command for smooth animations off? I built my cfg and put all the stuff in there.
The lava thing ended up being I think from a background program running.
I got a bunch of excess 'string error messages' on this version overflowing the console.. minor thing I am putting up with.
But I cannot wait to see further improvements.
Regards.
Comment
-
Yeah I forgot to comment that line out and missed it. It was developer testing.Originally posted by freQncy View PostI got a bunch of excess 'string error messages' on this version overflowing the console.. minor thing I am putting up with.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
-
Gonna try the new HUD in the evening.
EDIT: I just grabbed the new version and tried the HUD. Really good work Baker. And it's great that you have the colored bars and the numbers imo.dfsp*spirit
my FPS maps
Comment
-
Can I ask how you run warpspasm with this engine?
I've installed quoth, warpspasm and nehahra into their own dirs, and i'm running with:
(or dx8_enginex_462, results are same)Code:enginex_462 -game warp -quoth
and i get "SZ_GetSpace: overflow without allowoverflow set" error.
(looked it up on http://user.tninet.se/~xir870k/tooltips.txt but doesn't really offer any solutions)
I can't start a "new" game either.
If i miss off the -quoth, the app loads without this error, but the demo doesn't run, I just see the console with the error "Host_Error: Server returned version 10002, not 15 or 666", "Demo playback has ended".
The following seems to be the way I need to run it, but I'd love to see it with the new engine (as it seems to indicate from the base of this thread).
It also works if i use "glquake" from the nehahra install, but not any of the other engines. all give various errors.Code:nehwarp -width 1920 -height 1200 -bpp 32 -quoth -game warp -heapsize 64000
Comment
-
I am also getting a stalling mouse issue - after about 7 minutes of play the mouse just starts to skip and jar further and further.. If I alt-tab, this goes away but I have to re-adjust my gamma. It may have something to do with Direct Input.
This version to me felt the buggiest, perhaps because I spent most time with it. I still had a great time however - I am looking forward to the next one that would fix some of these elementary issues.
I played quite a lot so I will be taking some light break - without rushing I think Baker will have time for a real smashing next release.
I do have a question however, will this client ever go out of beta - and what will it mean when it does - that it will be completely bug-free (to some extent) and have the creator's original but polished vision?
Thank you very much.
Comment
-
Add -mem 128 to the command line and it should run Warpspasm just fine without the SZ_ error (get rid of the heapsize 64000, which is equivalent to adding -mem 64).Originally posted by fellenar View PostCan I ask how you run warpspasm with this engine?
I've installed quoth, warpspasm and nehahra into their own dirs, and i'm running with:
(or dx8_enginex_462, results are same)Code:enginex_462 -game warp -quoth
Engine X [like FitzQuake 0.85] can't play the Warpspasm starting demos (DirectQ can play them) because those were recorded using Enhanced GLQuake protocol 10002, which Engine X doesn't support. Maybe at some point someone will convert the Warp demos to FitzQuake protocol 666, which is getting to be backed as the "huge map" standard.
Engines that can run Warpspasm: nehwarp.exe (comes with Warpspasm), FitzQuake 0.85, DirectQ, Quakespasm, Engine X, ProQuake 4.66 but only newarp.exe and DirectQ can play the starting demos.
Do you have this issue with, say, any recent version of ProQuake? I don't get this issue, but Engine X's gamma system is slightly different. If you don't have the issue with ProQuake, I can just make Engine X's gamma restore exactly identical to ProQuake to solve that issue.Originally posted by freQncy View PostIf I alt-tab, this goes away but I have to re-adjust my gamma. It may have something to do with Direct Input.
Yes, I have a list of issues to eliminate. Probably by late December or January, I imagine. In that span of time, there are likely to be 15-20 updates of Engine X and probably 8-9 new versions of ProQuake.I do have a question however, will this client ever go out of beta - and what will it mean when it does - that it will be completely bug-free (to some extent) and have the creator's original but polished vision?
I will have added some features to Engine X in that period of time some of which are absolutely shocking.
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
-
Votes for default heapsize going to 128 MB anyone? The whole low memory usage thing seems kinda daft in this day and age (especially as nobody runs Quake on an OS that doesn't have virtual memory any more...)IT LIVES! http://directq.blogspot.com/
Comment
-
It really does depend on the mod. On DM3, my setup only use 7.4mb in low heap and 0.1mb cache (after a flush command). Though the CTF crowd does get more usage with maps and models. Single-player games may be more resource hungry for sure. I suppose there could be a mechanism to accrue more memory if low, or atleast notify the user. I have ran into issues simply because I forgot i was using -mem 32 on the commandline.
Comment
-
I thought engines these days didn't need the -mem or -heapsize strings added to the command line?e|------------------------0---------------
B|---------------0^1----------------1----
G|---------------2------2------0^2-------
D|---------------2-------2--2-------------
A|---------------0------------------------
E|----------------------------------------
Comment
-
Excellent, I cannot wait. ;pOriginally posted by Baker View PostDo you have this issue with, say, any recent version of ProQuake? I don't get this issue, but Engine X's gamma system is slightly different. If you don't have the issue with ProQuake, I can just make Engine X's gamma restore exactly identical to ProQuake to solve that issue.
Yes, I have a list of issues to eliminate. Probably by late December or January, I imagine. In that span of time, there are likely to be 15-20 updates of Engine X and probably 8-9 new versions of ProQuake.
I will have added some features to Engine X in that period of time some of which are absolutely shocking.
No, PQ had no previous mouse issues for me - I also get mouse lag if I look straight down, let us say to rocket jump..
Thanks for your work on it.
~fQ.
Comment
-
Is there a way to show the player names in their team color for TDM? That would be great.dfsp*spirit
my FPS maps
Comment
Comment