#1559 posted by
dwere on 2016/11/20 01:10:58
I'm getting the same kind of crash. It seems that the demo playback is causing it. Starting a singleplayer game or simply not running anything makes the savegame work.
Good News!
#1560 posted by Baker on 2016/11/20 01:12:35
With your pak files and your save game I can reproduce your problem.
It appears to be your pak files, somehow. Your pak0.pak in particular is not the same size. Your pak1.pak appears to be the same as mine.
Your save game does not cause me problems with my pak files.
I'll have to come up with a plan to figure out what is different and why it is happening.
/It's getting late and I'll probably do that tomorrow. But looks good that I'll be able to solve your problem.
@dwere
#1561 posted by Baker on 2016/11/20 01:15:24
Pretty awesome I can reproduce problem and if you are getting it too, that helps.
I'm not getting problem with my own pak files.
And he says slightly older Mark V didn't have issue.
So I'll see what solves this little mystery and what is going on.
#1562 posted by Baker on 2016/11/20 01:16:29
/But it's late. Tomorrow sometime is most likely time.
#1563 posted by
dwere on 2016/11/20 01:50:04
Pak sizes in my installation:
pak0 18312419
pak1 34362368
They're different on my CD:
pak0 18689235
pak1 34257856
I checked and, as expected, the difference is applying the vis patch. Regardless, the paks copied from the CD didn't fix the crashing for me (which is present in mods like Malice as well).
#1564 posted by Gebloner on 2016/11/20 04:22:56
There's currently a hard limit on the number of polygons a model can have at 2048, and unfortunately that means some model packs don't really work now. I don't see why that's in there, perhaps that cap can be removed?
Model Limits
#1565 posted by Baker on 2016/11/20 04:37:47
I've thought about the model limits. Quakespasm Spiked, for instance, loosens those up, and Enhanced GLQuake and I believe JoeQuake had higher limits.
In trying to get to the engine out beta stage to release Quake stage, I decided to skip thinking about that in the current release.
FitzQuake 0.85 has compatibility warnings (*), and I'd want to make sure a compatibility warning printed and also make sure no consequences in the software render (WinQuake) version of Mark V.
Short version: Something I care about but decided to not address before doing the release.
Is it an issue? It sure is. I know of replacement models that won't work.
--
(*) which new Mark V mirrored the Quakespasm approach to only print those if developer is set to 2 or higher
#1566 posted by Baker on 2016/11/20 04:50:04
I'll address this in some form in the next 24 hours.
WinQuake Model Limit
#1567 posted by Baker on 2016/11/20 06:23:38
According to Enhanced GLQuake/Enhanced WinQuake by Ben Jardrup ...
He raised the vertex limit to 3984 with the comment 3985 or higher seems to crash assembler (?) ... (means WinQuake's assembly language code).
So looks like I'm going to use 3984 as the new vertex limit which is about double current limits.
He raised the triangle limit to from 2048 to 4096. So I'll increase to that limit.
So both of those limits will about double, and it will be compatible with both the Open GL version and the WinQuake version.
(Ben Jardrup wrote one of the most backwards compatability-minded and thoughtful engines ever. Widely used until FitzQuake 0.85 came out with a similar limit raising capabilities).
#1568 posted by Baker on 2016/11/20 09:49:34
New version update, details in the new thread
http://celephais.net/board/view_thread.php?id=61375
This thread should really be closed and I'm going to post in General Abuse ask if a moderator could do that.
/Crazy to have 2 threads open.