I've Got A Surface Pro 2...can Test Later
#1885 posted by Qmaster on 2018/03/14 18:05:14
But I can't think of a use for multi-touch unless the Win10 build also has the touch controls for movement.
#1886 posted by mankrip on 2018/03/14 18:05:25
Impressive. Congrats.
And I was concerned with your health... Coding and drinking doesn't go well for me, so I never drink.
#1887 posted by Baker on 2018/03/14 18:12:15
"Unless the Win10 build also has the touch controls for movement."
It does!
Video Options -> Touch Screen
Without multitouch, you can only touch one thing at a time, which sucks compared to the iPad version where you can press 3 things on the screen at the same time.
@johhny - To build for an Apple device, you have to have a Mac. My source code is friendly, you literally click "Build". But the sticking point is having a Mac. Plus, iOS has some new red tapes that iOS 9,8,7 didn't and the project probably doesn't meet those red tapes so you might have small chores like making a 98x82 icon and a 196x163 icon and 10 other pesky nuisances like that.
That being said, playing on the iPad version is un-fucking believable. When I got the multitouch interface working right and then loaded it up, I was not prepared for the level of awesome.
@mk
#1888 posted by Baker on 2018/03/14 18:18:19
Thanks! Nah, my health is 2x awesome.
I encountered Level 92 frustration developing this version, it was so frustrating at one point.
I had to get real tough and prepare for a dog fight in the mud. Obviously, I rose to the occasion. Besides, can't have mh or Spike thinking I'm not hardnosed like they are, haha!
#1889 posted by metlslime on 2018/03/14 18:18:46
multitouch is surprisingly useful for touchscreens even if not explicitly needed by the app's UI, just for example having it not ignore a second tap because your finger from the first tap hasn't fully lifted off the screen yet, or, not completely ignoring everything you do because your hand holding the edge of the tablet is slightly touching the screen edge.
Techical Note @ Qmaster
#1890 posted by Baker on 2018/03/14 18:23:05
On an iPad, you can touch 16 things at the same time.
If mh reads this, he may recall I implemented his "single point of checking mouse state per frame" mouse input paradigm long, long ago in Mark V. This version of Mark V extends that philosophy to the touch controls activation/deactivation and it was at first a major nightmare, but then it collapsed in simplicity and beauty after a dozen revisions.
@metslime
#1891 posted by Baker on 2018/03/14 18:27:30
I have the multitouch tracking everything.
The user interface only acknowledges one press per button where the whole screen is a separate button.
To access the menu, you press a transparent triangle hint in the top left corner.
A funny thing, I was thinking of you off and on while writing this. To the best of my knowledge, you and Sleepwalker are the only other 2 that I know for sure is familiar with the ins and outs of the Apple interfaces and while well conceived, they required quite a bit of learning to use properly.
But There Will Be
#1892 posted by NightFright on 2018/03/14 18:44:30
... a new OpenGL build, right? That's the one I am religiously using!
@nightfright
#1893 posted by Baker on 2018/03/14 19:54:13
Is there something that the DirectX 9 doesn't do or some specific reason it doesn't meet your needs?
The DirectX 9 version is, in my view, absolutely superior in every way.
It is:
1) Does everything that the Open GL does (99.9% on that).
2) Vastly higher frame rates that blow away any other Quake engine except DirectQ and only eeks out a small win against FTE Open GL (FTE Direct3D likely beats Mark V Direct 3D because FTE has better rendering code). MH's extreme craftsmanship of the Direct3D 9 wrapper allows Mark V Direct 3D super-speed despite the fact I should rewrite the underlying rendering to probably get another 75% to 100% speed gain.
3) Bad Open GL drivers? NVidia doing a wacky update -- Direct 3D is immune! Can't happen. So stability + reliability +++. I get a bit tired of NVIDIA doing some update and it breaks something in Open GL, but the Direct X cannot be updated by NVIDIA (this is my understanding at least, and I think I am right).
Those are my thoughts.
@baker
What does your Linux version use? I'm clueless on this stuff but hope to have a Linux machine up sometime soon. Also any clue as to why I am getting a waterwarp size is 1024 message in developer 1? No liquids?
#1895 posted by Joel B on 2018/03/14 20:29:18
Hmm. Lots of duplicate symbol errors when linking the iOS build, conflicts between input_surface.o and various other .o files.
My first guess was that it might have to do with eval_flags/eval_frags being declared as int rather than extern int in progs.h, but changing that didn't help anything that I could see.
Will give it another whack later.
Waterwarp Size Is 1024
#1896 posted by mh on 2018/03/14 20:40:10
I think that message comes from code I wrote. I'll review it hopefully tomorrow and see what the cause might be.
@dumptruck
#1897 posted by Baker on 2018/03/14 21:05:20
I use Ubuntu but the Linux binaries works on a fair number of other Linux distributions, or so different Linux users have said.
@ johhny - if I recall, there are 288 source files but if sometimes seeming randomly -- like maybe if it targeted the simulator or a generic device? -- XCode would try to compile 568 files. I plugged in an iPad and targeted that and it works fine. I am using XCode 8.2, I think the current version is 9.2 and since it seems like every XCode upgrade introduces some quirks/inconveniences to tackle, I put off upgrading a bit. Short version: Couldn't quite say,
#1898 posted by Joel B on 2018/03/14 21:19:04
OK. I'm targetting simulator at the moment. Will wait until later when I can plug in the iPad.
#1899 posted by Baker on 2018/03/14 21:48:18
@johnny ... be sure create a folder called id1 in Documents on the iPad and throw pak0.pak (and pak1.pak) in there.
I can't remember the method to put files on an iPad offhand.
Note to self: Use Mark V http download offer to download pak0.pak or something on startup if it doesn't exist in the next revision.
Direct X V1.80 Build
#1900 posted by NightFright on 2018/03/15 09:00:24
I have taken a quick look at the Direct X build and it seems to look and behave just like the OpenGL one, so I stand corrected with my prejudices. I cannot say much about speed differences, but it feels smooth alright.
Still missing my favorite gl_nearest_mipmap_linear option, but besides that, it's all fine.
Is this build capable of running all the new maps of Arcane Dimensions now, btw?
#1901 posted by Baker on 2018/03/15 11:01:55
I need to add Sepulcher support. It is on the "todo" list.
My first priority is getting new unreleased capabilities off my hard drive and into reality.
Then I'll be adding things like Sepulcher support, etc.
@NightFright
#1902 posted by Baker on 2018/03/15 11:03:51
Go to Video Options -> Pixelization.
I'm 99.9% what you want is in the DirectX 9 build.
Let me know.
#1903 posted by mh on 2018/03/15 11:08:58
waterwarp size is 1024
This is just a notification that should only happen at startup and when/if the video mode changes. If it's happening more often (every frame) it's a bug. It's nothing to do with water surfaces but is rather used for the underwater warp effect.
It happens even if the current map has no water because the next one (or the previous one) might.
The alternative is to destroy and recreate the texture each map, which could lead to extreme video RAM fragmentation, or to create it on-demand which (in addition to fragementation) could cause runtime hitches and stalls. So I decided instead to burn a little extra memory in exchange for performance.
gl_nearest_mipmap_Linear
This should be fully supported; I've reviewed both my original wrapper code and the MarkV implementation and can confirm that.
GL_NEAREST_MIPMAP_LINEAR
#1904 posted by NightFright on 2018/03/15 11:13:18
I actually checked explicitly for that. The only options for the pixelated look are gl_nearest and gl_nearest_mipmap_nearest. Just like in the previous (OpenGL) builds.
Smooth mipmaps transition ftw! ^^
GL_NEAREST_MIPMAP_LINEAR
#1905 posted by mh on 2018/03/15 11:30:10
It should be settable from the console though. If something's missing from a menu option it's nothing to do with the API used.
@nightfright
#1906 posted by Baker on 2018/03/15 11:51:55
Egads. I version 1.36, I had gl_nearest_mipmap_nearest. Then I knew it needed to be the "other one".
So I switched it to gl_nearest_mipmap_linear. Then I forgot I did it.
Then I worked the todo list and switched it to the "other one" again and since it was gl_nearest_mipmap_linear in the source, I changed it to gl_nearest_mipmap_nearest.
LOL
#1907 posted by NightFright on 2018/03/15 11:58:06
Then basically you switched it twice so it was effectively as if you had never changed it?
Well, now please just change it ONCE again and I can die happily. ;)
@dumptruck/mh
#1908 posted by Baker on 2018/03/15 12:04:38
I'm trying to cause this developer 1 + r_waterwarp message, but not having any luck.
#1909 posted by mh on 2018/03/15 12:12:55
Line 812 of gl_texmgr.c is where it happens.
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