Gamma Is Broken In Dev Builds
#1071 posted by AAS on 2014/08/25 09:55:59
I ran r976 and found that gamma adjustment doesnt work anymore.
System: Windows 8.1 Pro x64 / nVidia GTX 650 Ti card, 335.23 driver.
0.85.9 is working fine, but prints "vid_gamma_setgamma: failed on sdl_setgammaramp" error in the console when I change gamma value.
#1072 posted by ptoing on 2014/08/25 13:51:04
Playing apsp1 (The Final Threat by than) I noticed that there is a kinda mangled lift right at the beginning.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/apsp1.png
It's the lift to which you get if you ride the lift you start on down and then just go straight ahead. There should be a pillar from the lift in the middle of that shaft (it's collision is there) but the lift seems offset to the right (from this view anyway).
Another thing I noticed is that impulse 12 does not work reliably. As in, in some maps it does, in some it does not.
Pretty Sure That Lift
#1073 posted by Drew on 2014/08/25 14:44:35
is fucked in all engines, isn't it?
#1074 posted by Spirit on 2014/08/25 14:44:36
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Apsp1 Has Same Prob On OS X
#1075 posted by Barnak on 2014/08/25 15:19:30
I noticed the same problem as ptoing, on my Mac, with the latest QS.
I also noticed a similar prob on another map (don't rememer which one).
WTF !? There wasn't any problems with them before.
#1076 posted by ptoing on 2014/08/25 15:25:12
I just checked the video of DaZ on the tubes of that map, and there it is fine. So it seems to be a newer thing. Having an option to force impulse 12 or maybe make it so that it is a different command weapon_prev or whatever, might be a good idea.
#1077 posted by ptoing on 2014/08/25 15:29:34
Oh also, a small quibble I have with QS is that the console sometimes fucks off when you enter something right after you called it. Kinda weird.
Gamma Again
#1078 posted by AAS on 2014/08/25 15:58:26
Tried same build on home PC - gamma working just fine.
System: Windows 8.1 x64 / nVidia GTX 770 card, 337.88 driver.
#1079 posted by ericw on 2014/08/25 20:08:46
@ptoing,
the apsp1 platform bug is discussed here: http://celephais.net/board/view_thread.php?id=60306&start=647
IIRC it's a map bug that only manifests with extended protocols like 666, and the cleanest solution is patching the map.
@AAS, thanks for the gamma bug report. Can you try this build? http://quakespasm.ericwa.com/job/quakespasm-ericwa/lastSuccessfulBuild/artifact/quakespasm/quakespasm-r2957b2fbabe632e603b0a86b45d23496a6af5845.zip
I set USE_GAMMA_RAMPS to 1 in that build. In r976 we are calling a different SDL function to set gamma than in 0.85.9, the build above should use the same function as 0.85.9.
@Ptoing
#1080 posted by mfx on 2014/08/25 20:24:05
I assume you use german layout? And the character is this one ^ (circumflex?) showing up in the console?
This has already been reported, Eric had a fix at hand.
Iirc SDL 2.0 should get rid of this?
Mfx
#1081 posted by ptoing on 2014/08/25 21:10:10
I use a UK layout (hate the German one). And there is no special character showing up in the console, no. Not that I noticed. It happens whatever key you press.
Also, making the textures stuff I was wondering, would it be hard to implement something where you made animating textures with more than 10 frames if you would use for example a - instead of the +, but make it so that it is totally an engine thing. So you got both textures in the bsp file, but you use the + ones, and the engine will use the - ones if they are there. I reckon you'd need to fiddle them into your wad using texmex or something similar. Would be cool though to be able to have longer animations.
Impulse 12
#1082 posted by necros on 2014/08/26 04:17:24
impulse 12 is a mod thing, it was not in the original QuakeC sources so many mods don't come without it. The funtastic reQuiem engine has engine-side support for it in any mod!</spam>
Impulse 12 is not a mod thing. It is part of stock quake, but was added into a later version (eg: not 1.0; the quake we all play is 1.6).
If a mod doesn't have impulse 12, it's either because it's old and was made before the final 1.6 patch or the mod author used an older progs source as a base.
#1083 posted by metlslime on 2014/08/26 04:38:20
i think he means it's a "mod thing" as in a quakec-implemented feature, rather than an engine-implemented feature.
@ericw
#1084 posted by AAS on 2014/08/26 05:46:28
Now gamma adjustment seems start to work on GTX 650, TY.
But it still prints error in the console.
Oldschool Effects
#1085 posted by ptoing on 2014/08/26 06:41:08
Would it be very hard to include an option that would mimic the old underwater effect where stuff is wavy? That would be neat, I always enjoyed that.
Isnt That What The Waterwarp (or Is It Oldwater) Cvar Does?
#1086 posted by nitin on 2014/08/26 08:59:12
Feature Request:
#1087 posted by MaxED on 2014/08/26 09:26:35
If "config.cfg" exists in "ID1" floder (or in Quoth folder if -quoth flag is set, or in ROGUE folder if -rogue flag is set etc.), and there is no "config.cfg" in current game folder (e.g. folder set with -game parameter), can QS use that existing cfg as a base for a new one instead of creating "default" one?
Oldschool Effects
#1088 posted by Spiney on 2014/08/26 10:44:51
DirectQ does the underwater warp.
MaxED
#1089 posted by anonymous user on 2014/08/26 21:20:33
isn't that what already happens? At least for me, quake copies the cfg from my id1 folder into a mod folder the first time i run.
(well, it probably just leads the id1 config and then saves to the mod dir)
#1090 posted by MaxED on 2014/08/26 22:01:03
Ugh... my bad. Should've launched Quake without mods at least once to create config.cfg in the ID1 folder...
Who's The Head Honcho?
#1091 posted by Orl on 2014/08/26 22:53:49
Who can I get in touch with for a one on one discussion of a rather big problem with Quakespasm, and how it affects an upcoming map of mine, and possibly other maps?
#1092 posted by Spirit on 2014/08/26 23:21:45
You can find mail addresses in the readme.
CC Me Too If You Don't Mind
#1093 posted by ericw on 2014/08/27 00:07:15
Colormap.lmp Question
#1094 posted by ptoing on 2014/08/27 11:02:55
I just noticed that Quakespasm (and I guess quite a few engines) seem to ignore the colormap.lmp completely. What if someone wanted to make a TC with a new colormap to have new (maybe more, maybe less) fullbrights for example?
#1095 posted by Spirit on 2014/08/27 12:43:17
As stupid as it is but files inside pak files have precedence over files outside. Try making a new mod directory and putting the colormap there, that should work.
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