Thanks
#1291 posted by nitin on 2014/10/12 15:07:36
is that a fitz derivative out of interest?
#1292 posted by Spirit on 2014/10/12 15:43:39
Joequake mostly from what I know.
/gamma
#1293 posted by AAS on 2014/10/13 09:12:32
I think I found the reason why gamma is not working for me in recent builds.
I have 3 displays connected to 2 videocards (nvidia + intel).
When only one of the displays enabled (whether it connected to intel or nvidia) /gamma starts working.
But it doesn't work with 2 or more displays enabled (and even connected to the same card).
Can you guys nail this bug, please?
Asking because despite the fact that 0.85.9 spams to the console it actually changes gamma with all 3 displays enabled.
Nehahra Compatibility
#1294 posted by jakub on 2014/10/13 13:06:01
darkplaces is fully compatible with nehahra. i tested it accidentally just a couple of days ago and everything worked fine. new monsters, weapons, powerups and cutscenes.. it's all there.
AAS
#1295 posted by ericw on 2014/10/13 19:19:57
#1296 posted by Yhe1 on 2014/10/13 22:47:30
Directq v 1.88 patch 1 also supports Nehehra
Requiem
#1297 posted by Yhe1 on 2014/10/13 22:51:23
The Requiem menu is hard to use with the backspace key, is there a new version with the traditional menu?
#1298 posted by Spirit on 2014/10/13 23:37:42
just rebind keys as you like in the options. the next release will use esc for both Back and Close
@ericw
#1299 posted by AAS on 2014/10/14 05:58:33
This build do it right - changes gamma only on the display with app (windowed or fullscreen) and restores original value on quit.
Also, there is one glitch - if you change gamma then move window to another display, change it again to another value and then close app, then display's gamma will not be restored to original values, i.e. a reboot required to restore the gamma.
Restarting QS 0.9 does not reset it, BUT 0.85.9 does.
So, you could use some bits from gamma init logic from 0.85 in 0.9, I guess :)
Quakespasm Bugs Etc
#1300 posted by ranger on 2014/10/20 05:27:12
>bugs
*qs still lags in big, complex maps/mods. adding "-zone 65536" "-heapsize 92000" "-surfcachesize 320000" to the commandline doesn't fix the problem
*cannot return into the game after alt-tab out to desktop from the menu (no map loaded)
>Requests
*Use the DirectQ style of having only the muzzleflash have no interpolation; while all the objects of the gun/monster are interpolated
*Read files directly from the game folder, so user can drag & drop models/sounds etc
>help
also, how can i play a music track from the console? "play" looks for wav files in the sound folder (not music) and "cd" looks for a physical disk in the drive
lastly can i restore the old quake menu background?
Continued
#1301 posted by ranger on 2014/10/20 05:30:33
>requests
remove the visible console bar going up when the map transitions to a cutscene
btw am using ver 0.85.1
Ver
#1302 posted by ranger on 2014/10/20 05:33:19
my mistake ver 90.0
#1303 posted by ericw on 2014/10/20 06:01:04
*qs still lags in big, complex maps/mods. adding "-zone 65536" "-heapsize 92000" "-surfcachesize 320000" to the commandline doesn't fix the problem
what are your pc specs? you were saying before that armagon lags - how low of an fps do you get (scr_showfps 1)? what are the first 3 lines of output from running "gl_info" in the console? (on windows, you should be able to copy and paste it from stdout.txt) Make sure gfx grivers are installed... what FPS do you get on the same maps in DirectQ?
remove the visible console bar going up when the map transitions to a cutscene
as a workaround you can make the console speed fast, e.g. set scr_conspeed to 10000
lastly can i restore the old quake menu background?
launch with -fitz or delete quakespasm.pak
also, how can i play a music track from the console?
"music track04" should work
*cannot return into the game after alt-tab out to desktop from the menu (no map loaded)
weird, i'll see if I can reproduce that
Another Example Of A Disappearing Object
#1304 posted by Pekka on 2014/10/20 09:49:49
I found another case of a moving object disappearing when viewed from a certain place. I'm posting a description and a screenshot in case the devs have a use for another test case. If this is already well-covered ground, just ignore my msg.
This happens when walking through the silver key door in e1m2quoth. I'm using Quoth version 2_2. I have not yet upgraded my Quakespasm to the latest SVN version, so I don't know if the latest changes affect this. (This is the second time I spot one of these minor glitches, so it's not like they bother me.)
In the pictures, the missing object is in front of the button near the center of the viewport. It's a moving mechanism that activates the button, and you have to first trigger it with a floor button for it to move into this position.
http://imgur.com/5mmlu0M
That's Fixed In The Upcoming Release
#1305 posted by ericw on 2014/10/20 10:00:38
thanks for the note though.
Big Maps Performance
#1306 posted by mh on 2014/10/20 11:18:31
The most useful thing with big maps was moving MDLs over to vertex buffers too. When you think about it, this makes sense: in any big scene there are going to be a lot of MDLs visible and the stock FitzQuake code is particularly bad for these (and made worse because it does a lot of multipassing).
Quoth maps that use the long torch model heavily make things even worse because there is a lot of insane and intricate detail on that model (which you don't even see 99% of the time) leading to a stupidly high polycount.
This normally needs shaders to be able to handle frame interpolation with vertex buffers, but for QuakeSpasm an intermediate step can be done by using client-side vertex arrays. That will also work on any OpenGL 1.1 or better hardware, which pretty much means everything.
The advantages are being able to take each MDL in a single draw call, and being able to calculate the frame once only then reuse that for each pass. Without VBOs you're still streaming a lot of vertex data to the GPU, but it still adds up to a significant CPU saving.
Quakespasm 0.90.0 Released
#1307 posted by szo on 2014/10/20 18:45:26
Two Versions For OS X ?
#1308 posted by Barnak on 2014/10/20 19:54:40
What's the diffirence between the "universal" and the SDL2 version for OS X ?
What is SDL2 anyway ?
Continued
#1309 posted by ranger on 2014/10/20 20:03:17
hey ericw
specs
8gb ram
dx11
in quakespasm i get ~27fps
on the same map in directq,
I get a constant 60fps (vsync on),
constant 72fps vsync off
*Use the DirectQ style of having only the muzzleflash with no interpolation; while all the objects of the gun/monster are interpolated
>>to clarify, I mean in directq, all the gun models' animation are completely interpolated; only the muzzleflash object is not.
so it would make automatic weapons (supernailgun esp) look better when shooting.
Also it would make monsters' attack animations appear smooth instead of choppy
*Read files directly from the game folder, so user can drag & drop models/sounds etc
>>Will this be a feature in the next version?
>Requests
can ambient sounds be made to always loop even if do not contain a repeat node?
...is that you MH lol? please update directq
Re: Two Versions For OS X
#1310 posted by szo on 2014/10/20 20:05:21
Quakespasm is built against the SDL framework (don't ask if you don't already know what that is.) The SDL2 version for OSX is basically the same, except that it is built against SDL2 framework instead of SDL 1.2.
Barnak
#1311 posted by ericw on 2014/10/20 20:08:12
The "universal" one uses SDL1.2 and will run on powerpc / OS X 10.4. The SDL2 one requires OS X 10.5 and an x86/x86_64 cpu.
SDL2 is just the latest version of the library quakespasm uses that handles things like mouse / keyboard input, switching video modes, etc.. http://www.libsdl.org
There shouldn't be much difference but you might as well use the SDL2 one.
@ Ranger
#1312 posted by ericw on 2014/10/20 20:29:44
Ok, cool. which map is that 27 fps on btw? Do you mind posting the first couple lines of gl_info output from Quakespasm? Oh, check that r_novis is set to 0. QS archives that which can be annoying if you leave it on by accident. Might be worth trying a fresh game directory, just extract the engine, id1/pak0+1.pak, and the mod / map in question with no cfgs carried over.
can ambient sounds be made to always loop even if do not contain a repeat node?
*Read files directly from the game folder, so user can drag & drop models/sounds etc
I can see these two would be convenient for modding, but would be incompatible with other engines so I'm not sure.
re: interpolation, it could be nice to have DirectQ's gun lerping as an option. we haven't touched the interpolation code from fitzquake so I'm not sure how much work it would be.
DirectQ's Muzzleflash Interpolation
#1313 posted by mh on 2014/10/20 21:28:12
I'm not too certain I'd recommend it. The main problem is that it makes a guess about which polygons belong to the flash and which belong to the gun: if the back-to-front distance from frame 0 to frame 1 is above a certain amount (don't remember what) it assumes a flash (and tags those polys for all frames as flash polys).
On the one hand this idea has heritage (of sorts) in the "if delta is large assume a teleport and don't lerp" code in CL_RelinkEntities. On the other hand it's easy to imagine it not being in accordance with a content author's wishes (although in practice everything I tested it with was fine so it's something that could happen in future). One potential breaking problem is gun models that don't flash in frame 1, of course (that on it's own is enough to recommend avoiding the code).
It does absolutely nothing to deal with player and grunt model flashes.
@mh
#1314 posted by ericw on 2014/10/20 21:52:45
For the next release, I'm thinking of going straight to having all mdl data in a static VBO and using a glsl vertex shader (vanilla GL2.0, #version 110) to do lerping and lighting, and fall back to the old Fitz code if glsl isn't available. I have this running and it was pretty straightforward, borrowing the vbo setup code from rmqengine (thanks!).
I got a nice lighting setup that produces identical results as the Fitz code; using the formula you posted here http://forums.inside3d.com/viewtopic.php?f=3&t=2983 to reproduce the anorm_dots table without having to pass the table into the shader - I calculate the shadevector in C, and just do the dot product with each vertex normal in the shader.
code is here if anyone's interested, needs some tidying and fixing lazy memory management in places..
https://github.com/ericwa/Quakespasm/compare/master...glsl-alias
@ericw
#1315 posted by mh on 2014/10/20 22:09:24
Since you're working on MDLs, and if you're interested, here's a better way of evaluating mins and maxs: http://pastebin.com/aCTyXjjm (this just reverses the calculation from modelgen.c)
And here you can recalculate normals (again, based on code from modelgen.c): http://pastebin.com/AMdpeB7Z
The anorms table is just an icosahedron subdivided twice so that can also be calculated in code if you like.
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