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.
Mark V - Buiid 1081
#1910 posted by Baker on 2018/03/15 13:44:24
Direct X | WinQuake - Windows rebuilds
(killpixel's winquake gl in there too)
Got rid of dumptruck's warp message printing in developer 1 and another message that was spamming some, gl_nearest_mipmap_linear replaces gl_nearest_mipmap_nearest and fixed noticed the menu being drawn during QuakeC or demo playback or disconnect go to console.
Fantastic
#1911 posted by NightFright on 2018/03/15 14:08:30
That was a really fast fix. Thanks a lot, Baker! Another proof that Mark V should be anyone's favorite vanilla-style port since it's handled so well! :)
@Baker
thanks for the update!
Thx Boo
#1913 posted by killpixel on 2018/03/15 23:52:31
Crash Report
#1914 posted by NightFright on 2018/03/16 10:25:16
Mk V DirectX 1081 crashes to desktop without error message (just the usual Windows notification that the program "stopped working") when trying to use the remade ogre model by Chillo:
Download (1.0 MB):
http://www.quaketastic.com/files/models/Ogre_2.zip
Tested in E1L2, crashed right away. The model is quite big, but I dunno if that's what's causing the crash.
#1915 posted by Baker on 2018/03/16 10:52:59
What engines is it known to work in? It looks like DarkPlaces and DirectQ.
Mark V supports 3984 verts, the maximum possible in WinQuake according to a note by aguirRe.
If it works in Quakespasm, for instance, let me know.
#1916 posted by mh on 2018/03/16 11:01:23
It also works in my original FitzQuake implementation that I built the D3D wrapper on.
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