Mark V - Build 1050 - Ultimate Mouse Driven Menu Edition
#1835 posted by Baker on 2018/03/01 14:18:23
Direct X 9 - Mark V 1050 - Windows | Source
* Fully mouse-driven menu yet it is the classic menu.
* Tool_inspector works again. (Pritchard)
* Load game + death bug fixed. (Pritchard)
* Numerous other small enhancements/tweaks.
Special thanks to Pritchard in particular for bug reports and so it took this long for some of them. And probably Gunter when he isn't annoying or ticking off MH. Thanks to all other providing feedback, bug reports, suggestions, criticisms. And perpetual thanks of course to MH, Spike, ericw and metlslime.
I had hoped to get this out a day or 2 ago, but I wanted to get the mouse-driven menu tuned to exacting specifications.
Also mouse-driven was very, very, very hard to do. The Quake menu code is some of the ugliest in existence.
@killpixel, c0burn - I expended all my energy getting this across the finish line. It was harder to wrap up than I expected. @ Tribal - yes, and maybe Gunter will make himself useful and tell you how (type "find qmb" in the console and it tells you different cvars to turn stuff off) -- because I'm a bit sapped.
(mh note: scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed -- and is the sole deficiency to what otherwise should be a rock-solid release. If some time in the future you had some time to check it out at a time of your convenience, that would be cool. No rush ;-) And thanks for your contributions!).
@dumptruck
#1836 posted by Baker on 2018/03/01 14:21:01
btw, thanks!
@1830 unnamed guy - "I think sv_aim belongs in the preferences"
Well, it is in preferences!! Haha.
@Baker
#1837 posted by Tribal on 2018/03/01 16:06:50
Thank you!
You're awesome =D
#1838 posted by Gunter on 2018/03/01 23:20:53
"And probably Gunter when he isn't annoying or ticking off MH."
I don't think that ever doesn't happen.
It looks like the previous issue has been fixed where you could see "the sky" through entities. It doesn't seem to happen any more. (#1665)
You can still see shadows though entities but only if you have set r_shadows 3 (I know those are experimental shadows though).
I have a transparent fake player guy inserted by the ent file, and he is only transparent if I set gl_fullbrights 0. If I set it to 1, he's solid. I'm sure I've mentioned this before. Ah yeah, looks like it has to do with fullbright textures (#1082, #977). That probably wouldn't be the same issue with the scr_sbaralpha.
gl_overbright_models 1 can also allow weapon models to be properly transparent when you have the ring, but not the transparent entity guy.
#1839 posted by Gunter on 2018/03/01 23:27:38
@ Tribal
Yeah, as Baker said, you can use "FIND QMB" to see all the QMB effects. If you really wanted only the lighting effect, you'd have to have "QMB_ACTIVE 1" and "QMB_LIGHTINING 1" but have all the others manually set to 0!
I would suggest doing "FIND QMB" then type "COPY" to copy all those variables to the clipboard, then paste them into a text file and edit the file to remove unnecessary text and change the values of everything to 0 except the things you want. Save it as a cfg file then you can just exec it.
#1840 posted by Baker on 2018/03/02 07:47:55
Gunter +1. He might know the engine better than myself, haha.
#1841 posted by Baker on 2018/03/02 11:51:40
Let's man up. Besides I am feeling the code rage ...
March 9th. New feature.
I shock your world. SUBMIT!
Marking The Calendar
whoa.
#1843 posted by Tribal on 2018/03/02 18:57:30
@Gunter
Thank you!
It works like a charm =D
Tho only thing weird is when I set the command "qmb_blood" to 0 it doesn't change the blood to particles, it mixes red particles with blood sprites o_O
#1844 posted by Gunter on 2018/03/03 07:30:06
Hey, you're right. "QMB_BLOOD 0" doesn't deactivate the QMB blood.
You found a bug for Baker to fix!
You're an honorary Junior Grade Gunter now!
Find about 500 more bugs and you can almost reach my level ;D
#1845 posted by mh on 2018/03/03 17:02:32
scr_sbaralpha doesn't work with DX9 -- tried some tweaks/hacks but still failed
Had a quick look over the code; you don't seem to be setting glTexEnv (GL_MODULATE) when drawing alpha pics in the status bar (compare with the setup for Draw_ConsoleBackground). In theory that shouldn't work in GL either, so I guess you just got lucky that drivers accept it, but you really should fix it for both.
Yeah, Confirmed
#1846 posted by mh on 2018/03/03 17:13:42
That fixes it.
Interestingly, it's also a bug inherited from the original FitzQuake code, so it's been around for a while.
#1847 posted by epiplon on 2018/03/03 17:29:59
Hello and thanks for the this great engine!
I was making some tests running custom code for a mod and using "eprint" to debug some entities. However, this is making Mark V run unplayable with very low fps. I think it might be a bug, because other engines doesn't have that problem.
Also, loving the mouse features.
Cheers!
Congrats On The Release Baker
#1848 posted by ericw on 2018/03/03 18:20:51
Mouse Driven Menu
feels really good, thanks!
@Baker
Finally fired this up today. It's great. The mouse menus are very nicely engineered. The engine is snappier too I think. GG
#1851 posted by Baker on 2018/03/05 06:28:26
@mh - oops! Thanks! I'll see if I can fix. I'm glad you are always in "rendering godmode" because I shift and fade focus. Haha!
@ericw - Thanks, obv! If you weren't around, I think I might feel alone because mh and Spike seem to know everything and it feels like only you and I have to scale up and grow, haha!
@dumptruck - Yeah, time and energy expended to make it perfect. Meticulous.
@hipnotic rogue re: joystick - I care about joystick. Right now, I'm not zoned into that but have "THE QUAD" running in some other departments and I need to kill the monsters my QUAD can nuke quickly as I don't have unlimited time.
@fifth - Thanks! I haven't forgotten about about joystick/four player. I need to level up to that point, killing some zombies immediately in my sight that I can kill. I want to see if I can reward Spirit emotionally. Spirit has made big sacrifices to build something awesome/nigh impossible and in my heart I want his ideals to come true. Plus when I see people stressing Spirit out every once in a while or accusing him of not doing enough, I just don't think that should be the reward for building something.
@epiolon - '"eprint" to debug some entities' Ah, I'm not Mr. QuakeC so I figure that is QuakeC printing of some sort .. perhaps a more QuakeC dev can translate to what causes your issue.
@Tribal
#1852 posted by Baker on 2018/03/05 06:30:14
I think we need to blame Gunter that you found a QMB cvar bug. I am really disappointed that Gunter let that slip by his bug testing.
I expected more from him, haha!
Eprint Behaviour
#1853 posted by mh on 2018/03/05 08:56:06
Standard Con_Printf will do a full screen update.
This is really useful if you're printing some text and you want to see it on the console right now.
It's painful if you're doing lots of small Con_Printfs to print, say, an entity, because each entity printed could trigger tens of screen updates.
If you have console logging to file always on it's also going to be constantly hitting the disk - again, tens of disk writes per entity.
Changing ED_PrintEdict to use Con_SafePrintf can help with the first. For the second you really need to do what the doctor said when you told him it hurts everytime you do this.
#1854 posted by Baker on 2018/03/05 09:10:29
I look into that, I get your drift. It isn't priority #1 on my list, but yeah message received.
@mh
#1855 posted by Baker on 2018/03/05 09:28:02
Addendum: Despite 12 beers to end a wonderfully chaotic weekend, sounds like an easy fix.
March 9th surprise is going to be a total blast!
Con_Printf
#1856 posted by Spike on 2018/03/05 09:38:48
Con_Printf's screen refresh kinda sucks.
1) its slow!
2) ANY prints inside the drawing code results in recursion, and then more recursion, and then eventually CRASH! catching out many newbies.
3) if your drivers are tripplebuffering then its going to show the wrong print last, which makes it really misleading.
4) a number of frameworks don't allow you to swap buffers yourself making it a complete waste of time.
If you trust the engine then its redundant anyway - win32 engine devs are probably better off using OutputDebugString, while unix users will have working stdout. Its really only dos that 'needs' prints to be displayed onscreen NOW.
imho just redraw the screen only when developer is set (and when not recursing), then users can won't be sitting around waiting for the loading screen.
The one exception is with the connect command, but imho that should be made to be non-blocking anyway.
@epiplon
in the mean time, disable vsync.
#1857 posted by epiplon on 2018/03/05 20:58:20
I will avoid using the function for now.
But seems like there's no vsync option on Mark V (and i usually disabled it because of input lag)
#1858 posted by Gunter on 2018/03/06 03:55:06
if you do "find vsync" don't you find vid_vsync?
Maybe it should be a menu option!!
*hears Baker frothing at the mouth*
@Baker
#1859 posted by Gunter on 2018/03/06 03:56:52
Hey, I gotta leave a few bugs unreported so everyone else can experience the thrill of ... reporting bugs!
Hm, it looks like I did mention in #653 about blood and fullbright, which you looked into but couldn't exactly fix. mh mentioned there's a 1 and 2 setting for QMB blood. I had suggested adding some standard particles into the QMB effect to allow some fullbright to still happen.
Tribal mentioned: "when I set the command qmb_blood to 0 it doesn't change the blood to particles, it mixes red particles with blood sprites"
I am not at my Quake computer at the moment -- I'm wondering if maybe you did mix in some regular particles for the 0 setting, instead of disabling the QMB effect.... If not, you should have a setting that does do that! I guess qmb_blood 3, if both 1 and 2 are already used. What is the difference in them?
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