@metl
#1220 posted by Baker on 2017/01/24 04:42:37
Yeah, exactly. I've invested some time and energy into ideas on how to sort out those issues.
#1221 posted by Gunter on 2017/01/24 06:37:34
"when you switch gamedirs during a session, the cvars and aliases and keybinds are retained, and when you eventually quit that session they will be written to the last gamedir you switched to."
Uhh, I just tested, and Mark V does not actually do that. Well, I mean, it does carry over settings, but all config changes seem to save to the directory you started in, always, not the last dir you were in when you quit. But if that's the way you are starting the mod every time, I guess you would end up with all your config settings each time you play anyway....
Though I don't think that's the correct way to go about it.
I'm with Rook on this -- let each game dir house its own cfg stuff for that mod. And I still say it should automatically exec that config stuff upon changing to a new gamedir. This would allow the user to keep settings for each game truly separate. And if someone changes to a new dir, it won't carry over config stuff from a previous dir that perhaps shouldn't apply (assuming there's a setting for the mod that should supersede an old setting -- just retaining defaults is fine). And it wouldn't (shouldn't) save config stuff you change while playing that mod back to the base id1 folder (as it does now if you start in id1 and manually change to the new dir).
So yeah, each game dir should have its own configs, really, which override anything from outside that game dir. And when you quit, the config for your current game dir SHOULD save within that game dir.
I could illustrate a problem with the current approach:
Start Quake normally (plain id1). Let's say you have normally bound "shift" to cycle weapons. Then you want to play FvF or something with a grapple, so after you change "game fvf" and "bind shift +hook" then you quit the game, it saves that binding back in your id1 flder....
Now if you want to play normal Quake again, you have to rebind the shift key.
If it saved your (now altered) bindings in the fvf folder, you wouldn't have a problem. And if it would exec all the configs from the folder you changed to, it would all be set up automatically the next time you change to the gamedir....
Then that would make everything work consistently in the same manner no matter what method someone uses to select a gamedir:
starting:
"marv_v -game fvf"
would behave identically (loading configs) to typing in the console:
"game fvf"
Wouldn't that consistency be better?
Gunter Keeps Revealing Secret Tweaks
#1222 posted by Baker on 2017/01/24 06:55:15
If someone uses the game console command (i.e. "game travail" or such), they start out in id1.
Then switch to travail.
Obviously, if you always start up in id1, you would want any changes to video resolution or setup to also apply to id1.
Since id1 is the config run on startup, yeah, that's where it should save too!
If someone uses -game whatever from the commandline or the Quake Injector, the config saves in game whatever just like you would expect.
So While Revealing Secret Polishing Tweaks ...
#1223 posted by Baker on 2017/01/24 06:59:47
Mark V saves settings every time you exit the settings menu or the console.
So if you wonder why no matter what happens, everything is always saved the console history is always up-to-date.
That's why!
/I prefer to not mention these little niceties and polish-ups because I just consider it part of polish.
Like how Mark V forces a WASD default key setup and makes the mousewheel do previous weapon/next weapon by default.
#1224 posted by R00k on 2017/01/24 22:42:01
makes me want to rip out my autoexec cfg and do some gamedir testing... i think if i do a gamedir AD then my current gamedir should save config.cfg first switch dirs then load config.cfg from there, and vice versa. I hope this is the case already if not i'll have to change it. I have added a writealias command that dumps an alias.cfg for each gamedir but the user then has to make an autoexec.cfg to exec alias.cfg or maybe i should make it do that automatically...hmm
Levels Menu?
#1225 posted by johhhny` on 2017/01/28 21:05:04
my levels menu doesn't work in the quakespasm folder. I have the quake HRP and the menu graphics change. What does this? In the DP folder works fine.
DX9 version is great, it kills on my R9 280.
Also what graphical things are supported? Just unpacked textures? Can it ever support things like dp pretty water?
Any Chance Of Co-op Saves?
Is it possible?
#1227 posted by Baker on 2017/01/28 21:28:48
"Single"
"New Game"
"Load
"Save"
"Levels" (Only appears if nothing above graphically replaced)
-----
So if an exceptionally rare mod (X-Men, for instance) replaces a graphics there ...
Or if a user is using high definition graphics for those menu items ...
Rather than present the user a "Levels" graphic that clashes with the appearance of the menu, it simply disables itself ;-)
I'm just rather picky and I'd rather have menus that look nice than a menu with an item that clashes with the rest of the items on-screen.
@fifth - Mark V Can Save/load Co-op Games
#1228 posted by Baker on 2017/01/28 21:31:59
Mark V can save multiplayer games, including co-op games which was the main target.
/If it isn't working, let me know.
@johhny'
#1229 posted by Baker on 2017/01/28 21:53:05
Also what graphical things are supported? Just unpacked textures? Can it ever support things like dp pretty water?
QMB particle option in menu, MH waterwarp (defaults on), MH volumetric shadows (r_shadows 3).
The Open GL version (not DX9) has a raw test implementation of bloom that needs more work in the future.
Eventually, it'll be run through the gauntlet, maybe possibly sometime in the spring, but not necessarily because isn't high priority item.
External textures use the same names as DarkPlaces. Mark V only supports .tga files.
Can It Ever Support Things Like Dp Pretty Water?
#1230 posted by mh on 2017/01/28 22:09:56
That would need a VERY significant overhaul of the entire renderer.
It might not be immediately obvious, but DP pretty water needs shaders. Then you're in a position where, in order to have other effects be consistent, you have to implement *everything* in shaders.
Another thing is: the reason why DP runs slower is because it does all these effects. If you start with another engine that runs faster, port DP's effects to it, then ... the other engine will also end up running slower. End result is that somebody's time has just been wasted in rewriting DarkPlaces.
I've always been of the opinion that it's a big world and there should be room for lots of engine options in it. Each engine has different goals. If you want to "pimp my Quake" then DarkPlaces is the engine for you, but other engines don't share that goal to the same extent.
@johnny - DX9 Version
#1231 posted by Baker on 2017/01/28 22:11:19
DX9 version is great, it kills on my R9 280.
MH did an incredible job with the DX9.
One of the rare (and fun) examples of something going from simply non-existent to polished in just over 3 weeks.
The awesome beta-testers here who help out and provide fast, high quality feedback is unimaginably helpful to engine development.
Most incredible beta-testers ever! Engine development is hard, but smart detailed-oriented testing can take quite the edge off!
Lol, I had no idea. I thought it was like standard quakes implementation. Plus the save option sits under the single player menu
Dx9
#1233 posted by johhhny` on 2017/01/29 02:38:52
Stuff like DP dies on AD, down to 7fps. Other games, ie Q2, Q4 run much better at the same resolution with HD and extra effects cranked.
I've had the best luck with this engine and quakespasm spiked.
For instance ad_fuma... markv/dp = slowdown right at the start by the lift. markvDX9 = smooth.
>QMB particle option in menu, MH waterwarp (defaults on), MH volumetric shadows (r_shadows 3)
I found the particles and if waterwarp is on by default I just have to try the shadows. My transparent water in QSS has issues rendering, wrong things or distant things will show up.
>>Rather than present the user a "Levels" graphic that clashes with the appearance of the menu, it simply disables itself ;-)
I wish I could override this. Typing map is somewhat of a substitute. I do 1080P on a 42" screen so I really like the high res. See your point on shaders though; I remember playing quake and quake2 on voodoo2 back in the day and to see it keel over with a quad, 16gb of ram and a card faster than the original PC is shocking.
#1234 posted by Baker on 2017/01/29 03:26:41
Remove or rename gfx\sp_menu.tga (or gfx\sp_menu.lmp) and will probably load, if that is what is going on.
Possible (non-ideal) workaround.
#1235 posted by Gunter on 2017/01/29 03:28:48
Hm, I would say the information and function is more important than the aesthetics.
It's no big deal if the "Levels" menu looks different; it's no less useful, and it's not like people are going to be staring at the menus for long periods of time. A menu isn't there for artistic value -- it's there for functionality, just as a way to get to the setting you want.
#1236 posted by Gunter on 2017/01/29 04:06:17
Oh... AND it makes it even worse with your force-choosing what map to stick me on when I go to start a New Single-Player Game (oh how
I hate that feature).
I tested with FvF3 (a later version, not the version my server is based on) which contains custom menu graphics. If install the custom maps from FvF4 (which contains one called fvfstart.bsp) along with, say, the iikka, terra, and dopa maps, then your map-forcing feature (which I hate so, so much) decides to ALWAYS stick me on fvfstart rather than the default start.bsp when I use the default menu option to start a single-player game.
Furthermore, since there are custom menu graphics, the "Levels" menu is missing, so I cannot even use the menu to work around the feature (which I truly, truly hate) to start the standard start.bsp.
So, the "Levels" menu should always be there, even if it's ugly, but more importantly... (you can imagine me shouting this loudly to properly convey the hatred I have for this feature) THE DEFAULT MENU OPTION TO START A SINGLE-PLAYER GAME SHOULD *ALWAYS* START THE DEFAULT SINGLE-PLAYER GAME. heh.
I know, you probably spent time and effort coding this feature thinking it was a great idea, but it's just not. This is as bad as all the "toxic settings" you hate so much when some servers or mods force upon the user. This is just as bad as a mod containing an autoexec.cfg within a pak file that force-starts you on the same map every time despite what you, the user, want to do, because just like in the case of an autoexec in a pak file, it cannot be disabled in Mark V.
And no matter if I am wanting to run the dopa, terra, or iikka maps, I will get forced to start on the fvfstart map every time, because it is first alphabetically, so it's not like the feature is working well to begin with -- you can't read the mind of the user, and selecting a map alphabetically is no substitute. So just go back to the default function for the default menu, and if the user wants to do something non-default, the wonderful "Levels" menu lets him run whichever non-default mission he wants.
Well, assuming you don't hide the "Levels" menu because it doesn't match new menu graphics.... But as I said, I feel the functionality is far more important than the aesthetics.
@gunter
#1237 posted by Baker on 2017/01/29 06:16:55
1) FVF running (-game fvf)
2) Single Player->New Game
3) fvfstart.bsp loads
99 of 100 people would call that perfect behavior ;-)
#1238 posted by R00k on 2017/01/29 07:22:53
IF U Have a starting map in your own gamedir then just call it start.bsp, like everyone since 1997 does it? ;)
#1239 posted by R00k on 2017/01/29 07:26:10
nvmd re-read gunter's post
Pixel Lock Test
#1240 posted by Baker on 2017/01/29 07:36:38
Select and rotate pitch and yaw by selecting a single pixel on the screen and dragging it.
Video
Initially was a bit frustrating, then the slightly rusty 3D math kicked back in. Have to imagine the frustum as a sphere.
Combining and project and modelview matrix, the center of any pixel on the screen has an exact "pitch" and "yaw".
There are shortcut cuts methods that wouldn't achieve pixel-level selection precision, but I wanted the real one.
#1241 posted by Baker on 2017/01/29 07:39:21
[ The above is what happens when you click submit instead of preview, typos galore :( ]
Maps
#1242 posted by johhhny` on 2017/01/29 08:45:25
heh. for me the key to that feature is the convenience of the list. renaming the graphics isn't the worst thing. I don't have as much passion about is as gunter. I'd just start from the command line if it was picking the wrong map regularly.
lots of stuff, ie the mapjams never even had a start map. not sure if "maps" works in any other engine but it would have saved me alt_tabbing at least. AD has mod folder selection from a menu but no maps.
the r_shadows 3 looks good, I would have never found it.
Dsf
#1243 posted by johhhny` on 2017/01/29 08:49:40
>>AD has mod
should say DP
Start Maps
#1244 posted by Spike on 2017/01/29 09:04:08
recommended behaviour would be for mods to create startmap_sp/startmap_dm aliases that specifies exactly what to do, and for engines to invoke that instead of doing 'map start'.
that way you're not getting randomness...
if only more engines+mods used that...
more seriously though, what kind of weirdo actually uses the menus? :o
(especially if the console's maplist dump supports clicking)
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