@Admer
#1717 posted by Baker on 2017/09/09 20:47:04
I am on Windows 7, although not 32-bit.
The quake\id1\qconsole.log would be helpful. It is the log file Mark V writes out.
#1718 posted by Admer456 on 2017/09/09 22:39:10
Here are its contents:
Command line: [ ]
Log file: C:/Games/Quake/id1/qconsole.log
Sat Sep 09 18:17:08 2017
Mark V Windows (Build: 1036)
Exe: mark_v.exe (1327 kb)
Exe: 22:32:27 Jan 19 2017
Caches: C:/Users/kliker/AppData/Roaming/Mark V/caches
UDP4 Initialized: INADDR_ANY, 192.168.x.xxx
IPv6 Initialized: [fe80:0:0:0:a59f:53f6:4528:9fe7%41]
Exe: 22:32:00 Jan 19 2017
256.0 megabyte heap
#1719 posted by Baker on 2017/09/09 22:59:29
1) Do the WinQuake or Direct3D versions run?
2) Is there an opengl32.dll in your Quake folder?
I know Quakespasm runs on your machine, so it shouldn't be an Open GL issue although Mark V uses some Open GL capabilities that Quakespasm doesn't.
If there is an opengl32.dll in your Quake folder, you should delete that. But since DarkPlaces seems to run for you, I can't see how you could have a (toxic) opengl32.dll in your Quake folder.
#1720 posted by Spike on 2017/09/09 23:59:47
Baker, compile a debug build for him, keep hold of the exact pdb file that msvc generates when compiling said debug build.
Send him the debug exe, get him to send you the resulting .mdmp file.
Open the mdmp in msvc.
Then you can see the stack etc, and inspect many of the variables that might be relevant etc.
That or rip the stack trace code out of FTE's win32 port. That would allow him to simply paste you a whole list of function names which is usually enough to figure out where it crashed (although not always what actually went wrong).
This of course requires no pdb files, so hurrah for that, but it won't show line numbers etc.
Still, if you expect your code is going to crash then its quite handy...
@Spike
#1721 posted by Baker on 2017/09/10 03:08:10
Ywah, the strangeness/uniqueness of Admer's problem is has been making me think about improved crash data.
Can't do anything tonight, but I'll ask you questions tomorrow or Monday about what you are referring to in FTE.
@Baker
#1722 posted by Admer456 on 2017/09/10 09:46:17
1) Yes, but they crash the same way.
However, the WinQuake and DirectX versions don't give any crash reports. That only happens with the original Mark V .exe. :P
2) I'm sure there is, I'll still check to make sure.
Mentioning OpenGL reminded me of something:
My GPU only supports up to OpenGL 2.0. This gave me lots of compatibility issues with programs that require OpenGL 2.1.
#1723 posted by Admer456 on 2017/09/10 09:49:23
Correction:
1) No, they crash almost the same way.
(I misread what you wrote up there, sorry)
#1724 posted by Baker on 2017/09/10 10:11:21
If WinQuake or Direct3D are crashing, your OpenGL drivers aren't involved in this. Neither use Open GL. WinQuake doesn't use anything at all ;-)
So it is something else.
I never actually suspected a drivers problem, mostly wanted to rule it out. It but seems unlikely.
I have couple of suspects.
I imagine in the next 72 hours or less, I'll make a special build with some of Spike's inventiveness, and then exactly what is going will be clear.
Thanks for the feedback ;-)
#1725 posted by Admer456 on 2017/09/10 17:38:01
Well, I was wrong. There was no such file as opengl32.dll in my Quake folder. :P
WinQuake LIVES
#1726 posted by iriyap on 2017/09/10 18:16:01
Been looking for an update of WinQuake and so happy to see you giving it some love, Baker! The original software renderer is still very charming. I love that washed out shading, you can't replicate it in Quakespasm.
Tried loading Arcane Dimensions with this and was surprised to find out that it mostly works. The engine even auto converts the full color skyboxes to 8 bit! However some textures with alpha channel are broken, the fog in ad_necrokeep looks especially bad, and ad_swampy crashes when you get to the main area. Anyway, what I'm getting to is, any chance your version of WinQuake could be fully compatible with Arcane Dimensions? AD is probably the best benchmark for the modern map packs, so it'd be a good milestone to achieve, I think.
#1727 posted by NightFright on 2017/09/12 07:59:40
I am sure Baker will eventually provide builds for *all* MkV builds that fully work with latest AD additions. Maybe even Ter Shibboleth. These days, mappers are doing everything to push Quake map specifications beyond any previously known limits. I hope that eventually we'll have a solution which won't require updating ports over and over again to make maps work.
#1726
#1728 posted by mankrip on 2017/09/12 13:17:53
Fog in custom Quake maps is usually too subtle, to disguise the fact that it's not volumetric.
Custom Quake maps can "fake" volumetric fog by making some areas small enough for the fog to not show up, and making other areas large enough for the fog to cover them. Combining this with strong shadows in the small areas and very subtle shadows in the large areas makes the global fog seem to have different densities in each area.
The thing is, subtle color translations are very difficult to pull off in 8-bit color palettes. Large areas of the screen ends up being rounded to similar color values, resulting in huge color banding if not dithered, or heavy graining if dithered. This gets even worse when the raw color of the fog doesn't exist in the Quake palette.
Making fog look good in 8-bit color renderers requires design restrictions that the mappers won't adhere to. Just like transparencies usually looks awful in 8-bit color, fog and colored lighting will usually look awful too.
A fun thing is that the same principles applies to regular lighting. Vanilla Quake maps features mostly strong shadows, because subtle shading has lots of banding in the software renderer. But newer Quake maps usually disregards this limitation, because they're usually only designed for hardware renderers. Most of the awfully looking maps from the 90's usually failed to understand this limitation too.
Addendum
#1729 posted by mankrip on 2017/09/12 13:30:11
Another reason for the subtle fog in custom Quake maps is to disguise the fact it's not spherical. Thick flat fog looks bad when turning the camera.
Transparency In WinQuake
#1730 posted by iriyap on 2017/09/17 07:25:29
I've done some more testing in Mark V WinQuake and turns out the water/teleporter transparency (r_wateralpha) actually works, via dithering. I suppose the same effect could be applied to the fake fog layer in ad_necrokeep. It just seems like the engine has no support for alpha channel in textures, e.g. various trees and vines in AD and Jam 8 are broken, with solid white where they should be transparent.
#1731 posted by Baker on 2017/09/17 08:37:39
Put these guys in the maps folder and you'll have transparent water on the stock id1 maps
External .vis files for original Quake maps
They should work in DarkPlaces as well.
The original Quake maps don't treat water as transparent.
Alpha masked/alpha transparency doesn't work in the WinQuake version for brush models at this time (tried it maybe 4 different times, something I'm not understanding about the WinQuake depth buffer or draw process prevents me from getting the job done in this case.).
It actually works for .mdl models, but few maps use that although it might be visible in Arcane Dimensions in some cases.
Baker
#1732 posted by mankrip on 2017/09/18 00:57:13
Alpha masked/alpha transparency doesn't work in the WinQuake version for brush models at this time (tried it maybe 4 different times, something I'm not understanding about the WinQuake depth buffer or draw process prevents me from getting the job done in this case.).
The BSP renderer sorts depth by edge at the spans level, rather than at the pixel level. To avoid this, I've tried partially reinitializing the BSP renderer upon rendering each alphamasked BSP surface, but this resulted in massive slowdowns. Now I only reinitialize it once for each BSP entity containing alphamasked surfaces. Qbism did something similar in Super8, IIRC.
Quake's spans-related code needs a lot of work. It's non-intuitive and has bugs such as this.
I don't fully understand it yet either, but I'm sure the reinitialization overhead can be eliminated almost completely. I should only manage to do so after fully rewriting it, though.
@mk
#1733 posted by Baker on 2017/09/18 07:27:18
Thanks for the link. Looks like a good read.
I had determined that some sort of reset was required, but either I did it in the wrong place or performed it incorrectly. Or the third possibility of something I am not considering and wasn't on my radar.
Some day in the future I'll make another attempt. Last time I almost got "serious" (I was piece by piece reimplementing qbism super8 in WinQuake until I isolated what I didn't understand), but then something more shiny to me pulled me away (probably something Spike did in Spiked Quakespasm like single port server).
Network code to me > everything else ;-)
#1734 posted by iriyap on 2017/10/01 21:09:04
One more thing, does WinQuake Mark V support any kind of HUD scaling? Integers like 2x, 3x etc would look quite good even in software rendering I'd wager. The usual scr_*scale commands don't seem to work.
#1735 posted by Baker on 2017/10/02 05:53:07
In the video menu, stretch is as close as it comes, emulating 320x240 or 640x480 as best it can depending on your current display mode.
It isn't exactly the same thing as scaling the HUD, and for most people it is probably "good enough" -- although as a purist I don't feel it is good enough.
But since it would be quite time consuming and effort to implementing true scaling (aka FitzQuake) in the software rendering with the appropriate alpha masking support, such a thought sits somewhere closer towards to the back of list rather than the front.
Keep in mind a trule scaling solution needs to handle all 2D graphics like the menu, scoreboard, etc. otherwise it would be quite silly.
#1736 posted by iriyap on 2017/10/02 06:37:18
Hmm, seems like the original renderer is pretty limited.
For the record, I've tried Qbism, and it does have HUD scaling and alpha channel support for textures, but I get heavy FPS drops in Arcane Dimensions, when there are any alpha channel textures in my line of sight.
Could we do this another way around and emulate the original paletted 8 bit look in OpenGL? In particular the lighting color map.
Crash To Desktop
....on trigger_changelevel - is this a known issue or could it be my map?
https://drive.google.com/file/d/0B-xkqcrQhLm7Z3RVeVZZUFdwVlE/view?usp=sharing
It's happened multiple times and on demo playback as well.
@iniyap
#1738 posted by Baker on 2017/10/02 09:16:58
I know exactly how do it. It isn't a question of that at all. The question is, of the things I can do, would I find that interesting enough to want to do before the 25 things that do interest me. If you understand.
Ask Spike or mh or ericw or metlslime or qbism or mankrip, part of an engine coding for a leisure activity is wanting to do the task.
@dumptruck_ds .. don't know. If it progresses to become a released map, I'll make a mental note of it after it is confirmed it doesn't crash any other engine.
@iriyap
#1739 posted by Spike on 2017/10/02 10:10:31
paletted look with gl = fte with r_softwarebanding 1 (or just use the softwarey preset).
@Baker
re: the map. tested on Quakespasm-admod last night and it was fine. I will do some further tests with other clients this evening and report back but for now at least that engine behaves as intended.
My trigger change level is made up of some weird shapes as you can sort of see in the screenshot. Not sure if that could be a cause or not.
Baker
#1741 posted by spy on 2017/10/04 18:59:56
it seems the tool_inspector is broken on your latest release v36
also i've got a new video card gtx1070, and noticed a very weird video gliches with the fog enabled
there's no such gliches if i'm using quakespasm engine tho
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