#87 posted by steven_a on 2008/05/24 03:21:58
Distrans' latest map
http://shub-hub.com/files/maps_singleplayer/dis_sp6.zip
crashes my box, just after the intro fininshes. Seems sound related, as "-nosound" is fine.
Hoping for a new beta post sometime ;>
Hm
#88 posted by Spirit on 2008/05/24 08:04:43
It works very fine for me. I am using "fitzquake -sndspeed 48000 -heapsize 128000" as default.
Maybe you didn't increase the heapsize?
Making the console log to the shell the game was spawned from would be so helpful for these things. *nudges Sleepwalkr*
It Seems That
#89 posted by Spirit on 2008/05/26 12:08:29
fog is broken
density can only be 0 or 1 for me, values <1 are treated as 0. Could be an driver issue maybe (no idea) so someone please try and confirm.
Spirit
How can I test this fog problem? Dammit, I guess I'll have to finish the network code sooner or later and release it.
#91 posted by Spirit on 2008/05/26 16:50:59
load a random map and type this in the console:
fog 1 1 1
White thick fog should appear. Now type
fog 0.9 1 1 1
The fog should be a bit less thick (density). At the moment it disappears completely.
Oops
#92 posted by Spirit on 2008/05/26 16:51:46
fog 1 1 1 1
for the first one of course, not only three 1s.
Check
#93 posted by steven_a on 2008/05/30 02:20:50
> It works very fine for me. I am using "fitzquake -sndspeed 48000 -heapsize 128000"
Hmmm.. Thanks. Works here too.
I think i nag too much, but... I'd like to see engine authors increase the defaults on these f-ing hard coded memory sizes, especially pro engines like Fitz.
Played out dis_sp6 last night. No probs..
#94 posted by amoe on 2008/06/22 20:11:53
I compiled it on Debian Etch using SDL 1.2.11. Sound has a high frequency crackle.
Card is Realtek ALC885 chipset using ALSA with snd-hda-intel driver.
Problem is present at -sndspeed 11025.
Using -sndspeed 44100 makes it more noticable.
With -sndspeed 48000 it becomes so subtle you wouldn't notice it if you weren't listening for it, the only cue you get is an occasional slowdown.
Respect for the port, the sound actually works on this one which is much better than the weird hacks you have to do to get the OSS mmap() thing to work with ALSA.
Hmm
I noticed the same, but thought it was fine with sndspeed 48000. I'm not sure how to fix it or whether it is a bug in the quake code and not SDL. Since I'm not a Linux user and have limited time, I will probably not fix this problem.
#96 posted by gb on 2008/06/27 18:47:44
SpleepwalkR, can you see if your IDE (assuming you're using such a thing) has the option to output a simple Makefile for the Linux version instead of its project file?
Those of us that simply use gcc in a terminal to compile their stuff would surely benefit. The project file isn't too useful here.
To see what a Makefile looks like, just look at the Joequake or Tyrquake source or whatever. :-)
I'm sure I'm not the only one who would be grateful.
#97 posted by inertia on 2008/06/27 23:43:04
And if you don't want to make a makefile (who would!) just provide a gcc command to compile the whole thing.
Yuck
#98 posted by Spirit on 2008/06/28 09:15:47
If inertia was a program he would be a open-source nag-screen.
I am eternally grateful for Sleepwalkr doing this hard work. The programming IDE he uses (Codeblocks) happens to be open-source and free. So, if you want to play with the code, why not use that. Or find the gcc command yourself, you leet FOSS haxx0r. You can only profit from learning new stuff.
gp: I tried when this was new and I think there either was no such function or it was not working. At least I did not manage to get any makefile.
Gb, Inert:
#99 posted by metlslime on 2008/06/28 10:03:50
presumably he uses xcode, which is free. so you could download that.
Oh...
#100 posted by metlslime on 2008/06/28 10:04:59
codeblocks? i take it back, then.
Don't Take It Back, Just Rephrase It
#101 posted by Spirit on 2008/06/28 10:10:51
presumably he uses codeblocks, which is free. so you could download that.
Copmiling
#102 posted by Steven on 2008/06/28 17:31:54
See posts #40 - #56 for about compiling the thing. ...And I realised the other day that fitz is the only engine to chew up a miserly 20% cpu. Cool.
Yeah
Really, folks, I'm just doing this because I want a decent engine for OS X. The linux version is just a byproduct, which is why I'm not going to be overly motivated to dig around CodeBlocks or whatever to generate makefiles. As Spirit pointed out, CB is free and you can try yourself.
Just Wondering...
#104 posted by necros on 2008/06/28 19:42:19
is the performance supposed to be not as good when running this version on mac leopard vs regular glquake on win xp?
Necros
#105 posted by steven on 2008/06/28 23:11:37
In my experience there's a loss of around 10-30% with SDL. And XP is possibly the most optimised PC gaming OS ever, so Mac will be behind at least a little extra here.
Btw
#106 posted by ijed on 2008/06/28 23:16:11
I've been using this version of fitz in windows for all my betas and haven't noticed any problems - if anything does crop up I'll post.
That's Cool
#107 posted by necros on 2008/06/29 02:20:57
i wasn't complaining, i just wanted to check if there was something i was doing wrong. :)
New Beta Release
I have just released a new beta of the engine. It fixes lots of bugs and has TCP networking through SDL_net.
Grab it at http://www.kristianduske.com/fitzquake/
No News
#109 posted by Steven on 2008/07/10 09:29:35
- is good news. Works nicely here :>
Great
glad to hear that
Great!
Lots of improvements and fixes... Evrything works like a charm now on Mac Osx!
But... The engine doesn't allow to set the command key to strafe right, as I'm used to(strange choice, I know). So I'm stuck with only left strafe. And this sucks.
Any ideas of a workaround?
Great, great job, though, keep it up!
Thanks!
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