#1116 posted by Spirit on 2014/08/29 17:48:54
If there were, they would be documented in the readme.
Fantastic Job
#1117 posted by Orl on 2014/08/29 18:25:19
My hats off to you Quakespasm team. My map now runs at a constant 60 frames per second or higher, never dropping below that. It even runs well on my laptop with much weaker hardware. Great job guys!
#1118 posted by ericw on 2014/08/29 21:00:42
Thanks for putting up the builds szo.
Orl, glad I could help. :-) Your map looks wicked!
There are still a couple more optimizations I want to look at some time, namely using vertex arrays for world/bmodels and alias models.
Barnak, I tried to put fsaa in the menu but it requires a cascade of deeper changes in the engine that need a lot of care to get right. You can just set vid_fsaa in the console and it'll get written to your config.cfg, and used on all subsequent launches.
Ericw
#1119 posted by Barnak on 2014/08/29 21:07:59
Thanks for the info.
Now, what's up with a separate alpha for water, lava and teleporters ?
Barnak
#1120 posted by mfx on 2014/08/29 21:18:30
Rome wasnt build in a day.
@szo, ericw, steven you rock! Thanks guys!
Sndspeed Issue In QS-0.85.10-r980 Win X64
#1121 posted by MaxED on 2014/08/29 21:34:19
- If you change 'sndspeed' in the console, the value is not saved in the config.cfg.
- If you manually add 'sndspeed' to the config.cfg (I was adding 'sndspeed "44100"'), the engine uses the new value, bit it disappears from the config.cfg after closing the engine.
#1122 posted by ericw on 2014/08/29 22:13:58
AFAIK sndspeed wasn't automatically saved in 0.85.9 either. config.cfg is just for things the engine saves itself, you should put that a custom sndspeed setting autoexec.cfg.
I know it's confusing. i don't know if it's documented anywhere other than the source code which cvars are saved in config.cfg or not!
Also just a note, the meaning of sndspeed was changed slightly in this release. QS now opens the OS audio device at 44100hz by default, and internally upsamples the sfx to 44100.
If you were setting sndspeed 44100 for better quality with replacement sounds, keep doing that and it will work as it was before.
If you were setting it to 44100 to hear the music at full quality, there's no need to do that any more, the music will be output at 44100Hz even if sndspeed is at the default of 11025.
#1123 posted by Joel B on 2014/08/29 22:22:28
Speaking of which: section 3.1 in the Readme needs to be modified a bit now, and 6.1 could be clearer about how music is affected (or isn't).
Good Catch, Will Update That
#1124 posted by ericw on 2014/08/29 22:40:51
#1125 posted by Baker on 2014/08/30 00:47:54
Nice!
(Especially the fence texture support)
Expect To Be Seeing That In A Map
#1126 posted by ijed on 2014/08/30 01:35:20
Sometime soon :)
Thanks Baker!
#1127 posted by ericw on 2014/08/30 01:46:56
I pretty much just nabbed it from Mark V :)
No Locs, Timer Is Tiny
#1128 posted by Omi on 2014/08/30 21:37:13
Hi guys for multiplayer play, I have some issues.
1) There is no .loc support, which makes the engine unusable for DM :(
2) The timer in the bottom right is very small, there's no way to scale it other than to also make the HUD big. Can we have some sort of command to scale the timer? Thanks!
C&P From Quakeone.com
#1129 posted by mfx on 2014/08/30 22:08:09
Baker says:
Unfortunately there are 2 standards for loc files:
1. The Quakeworld way (ezQuake, FTEQW, ZQuake, DarkPlaces)
2. The ProQuake way (ProQuake, Qrack, DarkPlaces)
There are about 160 loc files for Quakeworld, about 120 for the "ProQuake way".
The ProQuake way is harder to make, but far more accurate about your actual location (a series of 3d "boxes" defines where you are), the Quakeworld way is easier to make (a series of points, closest point matches).
Personally, I'd opt for the Quakeworld way as a priority because it is easier to get the Quakeworld community to play a custom map (the NQ community is more set on long-time favorite maps).
draw your own conclusions..
#1130 posted by metlslime on 2014/08/30 22:13:09
how about supporting both? or are the file formats hard to distinguish when parsing them?
Hmm
#1131 posted by mfx on 2014/08/30 22:15:29
#1132 posted by Spike on 2014/08/30 22:29:28
FTE does both, so its definitely possible.
different number of tokens per line or something.
although the box vs sphere thing does require special handling.
Hmm...
#1133 posted by metlslime on 2014/08/30 22:33:16
on the other hand, you can't install two different dm1.loc files in the same directory, so players will have to choose just one.
second, if one format is supported mostly by netquake engines, and quakespasm is a netquake engine, does it make more sense to support that one format? You'll be playing with teammates who are also using a netquake engine and therefore the "proquake" style .loc files.
Loc Differences
#1134 posted by Baker on 2014/08/31 00:36:09
ProQuake locs are boxes. Quakeworld locs are points.
Quakeworld locs often give a wrong location because they don't know "what room you are in".
For example, let's say you are outside DM3 in the pent area, but standing near the wall close to the rocket launcher area --- if you go by point, you are probably nearer the rocket launcher. But not in that "room".
DarkPlaces supports both formats, although in the past LordHavoc stated once that he had a preference for the ProQuake version because it was more accurate.
/Mark V supports ProQuake .locs
...
#1135 posted by Baker on 2014/08/31 00:45:41
For completeness: ProQuake locs link: http://quakeone.com/proquake/proquake-locs-frenzy.zip
I imagine the Quakeworld .locs pretty much come with ezQuake.
#1136 posted by ptoing on 2014/08/31 07:19:22
Is there actually any benefit in using the 64 bit version?
Sorry For The Doublepost
#1137 posted by ptoing on 2014/08/31 07:29:58
Is there a way to get around display glitches like these? Or is it just imprecision in the construction?
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/glitter.png
Display Glitches
#1138 posted by svdijk on 2014/08/31 15:24:14
ptoing, do these happen with gl_zfix set to 0 as well?
#1139 posted by ptoing on 2014/08/31 15:36:12
Just checked, it was set to 1. Setting to 0 fixes this issue. Thanks :)
Ptoing
#1140 posted by svdijk on 2014/08/31 15:49:39
Thanks for confirming that. gl_zfix activates a workaround for the z-fighting (flickering textures) seen in some of the original id1 maps. It can however cause (minor) glitches such as these, so while having it default to "1" may best for the id1 maps, this is probably not true for custom maps... I'll discuss with the others.
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