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?
Yes
#1860 posted by mh on 2018/03/06 16:33:52
MarkV seems to have console debug logging enabled by default, so it does hit the disk for every Con_Printf, meaning that debug printing of entities will be incredibly slow.
Baker
Glad to hear you're still working on the split-screen.
No idea if borrowing the controller code from QS is possible but I'd say it works best there by default.
I'd say that having multi-controller support/setup would be best placed in the multiplayer setup menu.
Would be awesome if going into the multiplayer setup menu also dropped straight into split-screen and each player could adjust their own character colour, name and bindings.
I suspect it'd be a huge undertaking in code but would be super awesome for couch gaming, something that would probably go down really well for those who launch through steam etc.
So Where's This 9th March Surprise ;)
RIP Baker.
#1863 posted by Shambler on 2018/03/10 10:39:38
That's The Surprise
#1864 posted by NightFright on 2018/03/10 16:43:11
He vanished. Not exactly what we all thought or needed, but definitely a surprise! :P
I Predict STILL Hungover.
#1865 posted by Shambler on 2018/03/10 17:14:32
#1866 posted by Gunter on 2018/03/11 07:01:05
It seems that QMB_BLOOD 0 causes all kinds of particles (not just blood) to be a mix of QMB + Standard particles -- my blue water splashes and grey chat smoke, for example (I use lots of particles in FvF).
Also, OGG support, please!
Update! Part 1 ...
#1867 posted by Baker on 2018/03/13 15:49:30
No I didn't vanish. Despite my stupid drunk posts, which when I get the time I intend to apologize to snug for ... I had some "coder frustration overload" + way too much beer.
Which is a nice reminder of why to patient, humble and kind. Coding is like a deathmatch against unmovable objects. You lose. A lot. Sometimes hard.
It is not fun to lose, nor lose hard. And I did not take it well that particular day.
Update Part 2
#1868 posted by Baker on 2018/03/13 15:56:41
I missed the target date of March 9th.
I expected rolling over the coding problems and instead got socked with several deep and severe issues. The issues kept building and building.
Eventually, I toughened up and geared up for a brutal fight. One which I won 3 hours ago.
24 hours: Version 1.70. Part 1 of 2.
Both Part 1 and Part 2 are going to change things quite a bit.
And I'm not going to ruin the surprise, but a couple of developers likely suspect what's up.
#1869 posted by Baker on 2018/03/13 16:03:46
Add: Many people may think Quake is dead.
It isn't. Quake isn't dead. It is asleep.
In the next 24 hours, we will not be waking up Quake.
But it will be great eye opener of precise the manner of which it can be done!
#1870 posted by Gunter on 2018/03/13 17:49:54
He goes from "drunken poster" to "vague mystical guru posts."
Either way he's working on Mark V, so it's good.
I Think...
#1871 posted by NightFright on 2018/03/13 18:04:31
I also need to get drunk. Otherwise I am not able to understand these mysterious announcements... xD
#1872 posted by Kinn on 2018/03/13 18:30:42
In the next 24 hours, we will not be waking up Quake.
Quake will be waking us up. Showing us that what we thought was reality, was in fact a dream all along.
o_o
Looking Forward To It
Really enjoying 1050. Although I am getting a water warp message in developer 1 even when there are no liquids in the map.
Mysterious...I'm Intrigued
#1874 posted by Qmaster on 2018/03/13 22:52:55
Will It Run
#1875 posted by NightFright on 2018/03/13 23:07:41
... all maps of the latest "Arcane Dimensions", that's what we are all wondering about! :P
But seriously, right now I wouldn't know how you could significantly improve Mark V beyond its already impressive feature list. Baker implemented pretty much anything I asked him. Sure, OGG music support would be nice, but Baker's teaser indicates it's gonna be a lot bigger than that.
I Dunno, Ogg Would Be Huge
#1876 posted by Qmaster on 2018/03/13 23:35:42
#1877 posted by Gunter on 2018/03/14 00:38:07
OGG support, please!
Hey, how does everyone else pronounce this engine's name?
I was on Discord talking with a guy who is doing some Quake streaming on Twitch (twitch.tv/dirtgod) and he was saying "Mark 5" but I always say "Mark Vee" ... :?
Mark Five
#1878 posted by Qmaster on 2018/03/14 01:50:46
V Is The Roman Numeral For 5
I was born in MCMLXVIII
#1880 posted by Gunter on 2018/03/14 03:16:58
Yeah, V is the Roman Numeral for 5, but with Mortal Kombat X, for example, X means 10, but the official pronunciation is "Ex" (says Eb Boon: https://twitter.com/noobde/status/473572797684256768?ref_src=twsrc%5Etfw )
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