Metl
#120 posted by Spirit on 2008/07/15 09:41:45
-rogue and -hipnotic, not -game xxx. A weird and confusing decision by the engine coders back then.
And What About
#121 posted by bambuz on 2008/07/15 14:37:35
-game quoth
so the extra weapons show up too...
so you don't have to add -hipnotic to the cmdline? I thought that was the original idea spirit...
-hipnotic And -rogue
#122 posted by Preach on 2008/07/16 00:10:04
The reason those two commands are different is because they do more than just select the mod directory - they also alter the HUD to display the new weapons. This lets you combine them with a different mod directory, which is why the recommended quoth command line is -hipnotic -game quoth. An option -quoth which combined those two commands would be nice, but I personally wouldn't feel the need to request it.
No I Mean
#123 posted by bambuz on 2008/07/16 00:14:55
when you change gamedir to quoth it could load the extra hud...
so you wouldn't have to have a diff shortcut for quoth.
#124 posted by Spirit on 2008/07/16 09:19:56
A -quoth to combine those two is definitely something that should be added to new engines. Seeing how there are releases that come in their own folder yet use Quoth (eg Warpspasm). AguirRe's engines and I think Darkplaces already support it. Or allow multiple gamedirs. :)
#125 posted by Spirit on 2008/07/16 09:21:27
And what bambuz said.
Pretty much no-one knows about the "-game"-less -rogue and -hipnotic so it would be nice to have the engine recognise those certain gamedirs no matter how they were chosen (-game, game, gamedir).
Ok
#126 posted by Steven on 2008/07/17 08:54:59
I'll give it a go.
Cool.
Let me know if you need any help. I'll set up a FreeBSD VM.
Works!
#128 posted by steven_a on 2008/07/18 08:21:46
You did a great job.. And SDL is awesome. Took me a few hours to install wxWidgets and codeblocks - just dependancies and stupid little things really. SDL-fitzquake compiled as soon as i disabled warnings. ;> Sound, video mode switching, "-game travail", and game saves all seem fine.
It benched faster in FreeBSD than Linux too. (~Perhaps~ it's the different nvidia driver version - My BSD has a much newer one). Timedemo demo1 was 376 fps versus 326 fps at 800x600x16, FX5600, Sempron 3400+.
Superb!
It would be awesome if we could include your changes into SVN and provide a FreeBSD binary for everyone. Did you create a new project for FreeBSD or did you just use the Linux project?
Bsd
#130 posted by Steven on 2008/07/19 02:07:53
I didn't make any changes 8>, just opened the Linux project, disabled warnings, and built the release target. First-up I did copy the pl_linux to pl_freebsd.. though whether this was necessary, i'd have to check.
Some Benches
#131 posted by rudl on 2008/07/20 09:20:17
timedemo demo1
machine amd 2300BE (2x 1,9 Ghz), nvidia 7200gs 256
Ubuntu 8.04
1280x1024 32bpp
wine sdlfitzquake: 130 fps
no vsync no refreshrate adjustment
wine fitzquake 080: 93 fps
refreshrate adjustment possible no vsync
linuxsdlfitzquake: about 90, no fullscreen at desktop resolution, no vsync, no refreshrate adjustment
Really
Wow - that is not what I would have expected at all. And there's no vsync at all no matter what you try on that machine? That's odd. Does it work in other games?
#133 posted by rudl on 2008/07/20 09:34:24
Vsync only by forcing it via nvidia-settings manager.
Haven't installed other games.
wine version is 1.0
FreeBSD
#134 posted by Jago on 2008/07/20 09:58:56
If you intend to distribute SDLFitz for FBSD, for the love of god, make a port (as in, a package for the FreeBSD ports system) and submit it upstream instead of distributing it in binary form.
Those Are Some Funny Results
#135 posted by Spirit on 2008/07/20 10:03:37
The 7200gs might be the culprit?
Pentium-M 1.2GHz, Geforce 6600GT, 173. driver
All 1280x1024x32
wine fitzquake080.exe: ~225 (had to run in window)
wine sdlfitzquake.exe: ~175
fitzquake (sdl): ~350
Yeah
that sounds more like it, Spirit. I get about 300 fps in OS X.
Jago: I'm not making any ports myself, since I don't have much interest in anything else than the OS X port. But if you want to do it, let me know what you need.
No These Results Are Not Funny
#137 posted by rudl on 2008/07/20 10:44:41
the 7200gs is a 64 bit low end card, You can't compare it with a 6600gt.
with a 6000+ and a 8500gt I got at least three times faster results, but wine is always 25% faster than the linux version.
Same thing with quake4,Doom3,Prey
1152x864 high, 8500gt
quake4.x86 40fps
quake4.exe 55fps
Nvidia Performance Gotcha
#138 posted by Steven on 2008/07/22 08:13:33
Don't know if anyone else had this issue... but looking at benchmarks this week i found i had a bit of a slow-down (50%). The problem was NvAGP is set in xorg.conf, but it isn't working at top speed because AGPGART is already loaded by the kernel - see /usr/share/doc/NVIDIA_GLX-1.0/README.txt
====================================
With Nvidia's proprietry drivers installed, Linux can use either AGPGART or NvAGP drivers for AGP access. This option is set by "NvAGP" in your /etc/X11/xorg.conf file.
.....
In the author's experience, NvAGP is necessary in order to get the linux kernel's suspend to ram working properly, and is also slightly faster. Users with kernels with built-in AGPGART need to add agp=off to their boot loader in order to use the NvAGP driver.
Animations
#139 posted by I need help on 2008/08/27 00:31:04
ok I need a bit of help here. The engine looks great but I have a problem with the monster animations: they look "off", jerky, slowmo-like. I'd be grate if someone can tell me if there is a command to revert the animations to standard quake. This is killing the game to me. Thanks
#140 posted by Spirit on 2008/08/27 00:38:27
That jerkyness IS original quake.
Fitzquake currently does not support animation interpolation. Most (all?) implementations feature some occasional wobbling.
You might want to try Joequake if you need "smooth" animations.
Ready The Lynch Mob....
#141 posted by RickyT33 on 2008/08/27 00:52:13
Animation Interploation
#142 posted by Lardarse on 2008/08/27 02:13:06
Preach hacked this into FitzQuake (see that thread for details)
AguirRe Quake
#143 posted by ijed on 2008/08/27 03:46:48
Can be found at;
http://user.tninet.se/~xir870k/
And has model interpolation.
Remember this is an old game.
Well Thanks For The Info
#144 posted by Thanks for the help on 2008/08/27 12:38:05
Well, thanks for the info! It has been a long time since I played vanilla quake and I didn't remember the jerkyness. Ijed, thanks for the link but I already know, and abitually use, that engine :)
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