Baker
that inspector tool seems waaaay handy for info_null entity hacks.
#1385 posted by dwere on 2016/11/16 18:59:51
The auto text sizes have increments that are too large (jumping right form 1 to 2).
Graphics get rekt a little when you scale them by a fractional number. At least when texture filtering is disabled.
#1386 posted by Joel B on 2016/11/16 19:45:07
Frickin' cool feature list there. Looking forward to trying out this release!
#1387 posted by Joel B on 2016/11/16 19:45:50
(Can the original post for this thread be updated?)
#1388 posted by Gunter on 2016/11/16 19:52:50
Going through my usual settings first....
The lavacolor has gone back to the incorrect value of "255 80 50 150"
Default should be "255 80 0 150"
Hm, I don't think "auto small" is a good default setting. It should probably just default to the "controlled with cvar" one. Even "auto medium" might be better for the default, OR get fancy and have "suto adjusted by resolution" so that the sizes will automatically be set based on your resolution so that the screen elements look approximately the same size no matter the resolution.
Things actually look fine for me at the .25 increments for scaling. Going to weirder values, like 1.55 does cause a bit more distortion, but the .25 ones look good.
scr_showfps still vanishes when you size the screen down (using the default -/= keys).
mwheeldown triggers mwheelup instead of mwheeldown.... This may be the problem dwere mentioned about "previous weapon/next weapon" not working, since the mouse wheel does those things by default?
Uhh, could still use solid dark black shadows for DX, since it can't do the stencils ones right. And of course, if you're hacking shadows, you should just hack them to not be drawn at all if they are more than like 100 units away from the entity, because that causes weird shadows....
You still have bolt1.mdl in the noshadow list... there is no bolt1.mdl in Quake, heh.
And of course I think k_spike.mdl and lavaball.mdl should be added to the noshadow list....
Ya
#1389 posted by Qmaster on 2016/11/16 20:01:09
Should just be "bolt.mdl"
@dwere
#1390 posted by Baker on 2016/11/16 21:14:58
Mark V automatically records demos every game.
Try cl_autodemo 0. I should probably default that to 0.
Might be why. Mandel also said something about that.
Also yeah, I'll fix the mousewheel up/down reversed issue --- the input code encountered a big re-write.
@gunter .. I was hoping that was the problem about your XP netbook.
@fifth .. yeah the 2 mirrors "can see each other problem". I have to put out a revision due the mousewheel anyway and I have an idea to improve that.
Cool News
#1391 posted by PuLSaR on 2016/11/16 21:30:42
works fine so far!
#1392 posted by dwere on 2016/11/16 21:33:54
Thanks, cl_autodemo 0 solved the issue. I never even noticed the new demo files.
#1393 posted by Gunter on 2016/11/16 21:54:26
Disabling auto demos doesn't help in my case.
Hm, I dug up the Dr. Watson log file, and it contains all the usual gobbledygook, but right up near the top it says, "Exception number: c0000094 (divide by zero)"
If you think it would help, I could send you all the error logs and info that my computer spits out when this happens.... It's a lot of gobbledygook!
The mirrors, they are broken in DX. They just look solid (normal texture), but when I set gl_overbright 0 (I do this because it smooths out the fog in DX), then the mirror looks like... um... like the visual glitch when you are outside the map with no gl_clear in old glquake. If I set gl_clear 1, then the mirror turns solid grey.
#1394 posted by Baker on 2016/11/16 22:33:22
@dwere - I wanted to leave it on during beta to see how many people even noticed (very, very few). So shall be off by default in next version.
@qmaster -- the bolts, yeah .. fixing
@johnny -- I'll think of something, I have something in mind ...
@pulsar -- I fixed the demo pause thing, I forgot to list that. Thanks for reporting that! I hate stuff like that.
@gunter
(1) --- that's for reminding me to disable mirrors in DX. In theory, they should work but the Direct3D wrapper has built-in optimizations that mirrors bust.
(2) r_shadows -1 will do what you want in next one, which will be less than an hour.
(3) Could you test download, "disconnect" and clears server aliases/key binds (3 items). Rename your maps folder so Quake can't find them. Connect to your server. Play dopa or terra. I need ProQuake depot auto-download tested. "alias" lists all aliases, "bindlist" lists all keybinds. your impulse 39 tricks for chat should get cleared on disconnect.
Crash To Desktop Bug
I'm guessing that my bug where trying to bind a new forward key through the menu is just me?
I get this crash in the winquake version too.
@fifth
#1396 posted by Baker on 2016/11/16 22:45:28
I'll check that out and fix. If I can't reproduce, might need you to post your config.
@fifth ...
#1397 posted by Baker on 2016/11/16 22:52:16
I've got it ;-) So no need.
@gunter
#1398 posted by Baker on 2016/11/16 23:09:16
... Start up the open GL version
Post the c:\quake\id1\qconsole.log
Your post about Dr. Watson made me think about something.
Feedbacks And Bugs
#1399 posted by Icaro on 2016/11/16 23:12:25
Baker, thanks a lot for the release! .. I really appreciate.
second ... I�m a Mac user, hence I�ve only tested the software under Wine 1.8.5 (https://www.winehq.org).
The hdfolder command works fine but only one way. From "" to hdfoldername for example, but then it is not possible to come back to "", not even by restarting. The only workaround I�ve found is to set hdfolder to "" in the autoexec.cfg.
If the demo files are not present in pak0.pak the software stucks for a while (1 minute) but then it works fine.
In my configuration the software crashes systematically when the delete button is pressed for setting new command keys in the command menu.
Multiplayer works fine with me! � nice job!
@gunter
#1400 posted by Baker on 2016/11/16 23:14:23
start up with -nomultisample -nostencil -developer when you do the log
@icaro
#1401 posted by Baker on 2016/11/16 23:20:32
Thanks for the feedback on the hdfolder thing. 24 hours ago that wasn't even an idea.
I'll see if I can identify and correct.
/I'll think about quickly I can do a Mac build. Have to think about it.
#1402 posted by Gunter on 2016/11/16 23:20:58
Resetting server-bound keys works. Good feature.
Hm, server-set aliases are cleared rather than reset to user settings. For example, if I set:
alias colors "say colors!"
Then connect to FvF -- which sets alias colors to an impulse to set your colors (including a hack to force the unsupported colors 14 and 15 to work -- which reminds me, how about support for colors 14 and 15? heh).
Then disconnect from the server. Now the "colors" alias is just cleared. I guess you just do an unalias command?
I don't see this as being much of a problem though....
Downloads work. Now do I turn it off? heh. It downloads loc file, which I have no use for.
It TRIES to download fvf sounds, but fails because those aren't located on Quakeone.
It successfully downloaded terra1.bsp
#1403 posted by Baker on 2016/11/16 23:35:07
Gunter: Type ... find loc in console. Should tell you what to do ;-)
Want to promote the idea that "find" solves a ton of questions instantly.
I'll add the FVF sounds to the primary depot.
Hdfolder
#1404 posted by Icaro on 2016/11/17 00:07:40
corrigendum
The hd folder can only be selected during the initialisation process and not afterwards.
If the demos are active, the initialisation console is skipped and no further initialisation commands can be introduced.
Once the demos are running, the hdfolder command only generate the following message "please disconnect first".
For users like me .. it can be confusing!
#1405 posted by Baker on 2016/11/17 00:12:14
I'll make hdfolder auto-disconnect. I was considering that since "game" already does that.
#1406 posted by Gunter on 2016/11/17 00:26:09
Ah, the sound downloads work now!
I guess it doesn't download "skins" because they are attached to a model... annnd, yeah, that would be tricky since each server might have a different set of skins attached to the standard player model.... Hm, perhaps Mark V could keep a different folder for each server it connects to, and if it does not have the skinned models for that server, it could grab them. But then I guess that would require a different folder on Quakeone for each server.... Yeah, tricky.
But it could work -- you'd just have specific things in a server's folder instead of general things like the maps.
So like, you have a download folder for "fvf.servequake.com" on Quakeone that contains the FvF files, then when a client gets an invalid skin request, it knows to try and download that model for the server it is connected to, and it will create an "fvf.servequake.com" folder in id1 to store those files....
Though I suppose instead of doing it piece by piece like that, if you just have an "fvf.servequake.com" folder at Quakeone, it could just contain the FvF custom pak file to download, and Mark V could automatically grab it when it connects to fvf.servequake.com
Of course... that would take longer... but it would be kind of nice. Though perhaps that would need a user prompt, "automatically download pak file for this server (15 meg)?"
#1407 posted by Baker on 2016/11/17 01:09:24
qconsole.log following instructions posted above?
If you want me to help your old computer use GL, it's literally today or 2018?
#1408 posted by Gunter on 2016/11/17 01:16:03
Today, please!
Command line: [ ]
Log file: C:\Documents and Settings\Aaron\My Documents\Games\Quake1/id1/qconsole.log
Wed Nov 16 18:13:32 2016
Mark V Version 1.00 Windows
Exe: mark_v.exe (1121 kb)
Exe: 06:35:23 Nov 16 2016
Caches: C:/Documents and Settings/Aaron/Application Data/Mark V/caches
UDP4 Initialized: INADDR_ANY, 192.168.254.15
UDP6_OpenSocket: Address family not supported by protocol family
UDP6_Init: Unable to open control socket, UDPv6 disabled
Exe: 06:37:32 Nov 16 2016
256.0 megabyte heap
GL_VENDOR: Intel
GL_RENDERER: Intel 945GM
GL_VERSION: 1.4.0 - Build 7.14.10.4926
GL_EXTENSIONS:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_lodWarning: texture_non_power_of_two not supported
Intel Display Adapter detected
Max texture size: 2048
Multitexture: 455190012
Non-Power of 2: 0
Combine: 1
Stencil Bits: 8
Hardware gamma enabled
joystick not found -- no valid joysticks (a5)
Input initialized
Avi capturing module initialized
ACM module initialized
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Audio: 16 bit, stereo, 11025 Hz
Sound sampling rate: 11025
CDAudio_Init: MCI_OPEN failed (266)
========= Quake Initialized =========
execing quake.rc
execing default.cfg
couldn't exec config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.
the Necropolis
Using protocol 15
|