#1931
#1956 posted by mh on 2018/03/23 09:22:08
This seems to have gotten lost in the noise.
From the description it seems that MarkV doesn't have the robust SV_TouchLinks fix. Some discussion: http://forums.insideqc.com/viewtopic.php?f=3&t=1431
#1957 posted by mh on 2018/03/23 10:36:24
Just had a look at the MarkV SV_TouchLinks fix. It's, umm... unusual...
My recollection is that QSS has a sensible fix that's absolutely trivial to lift over to any engine, so that should be the way to go.
#1958 posted by mh on 2018/03/23 15:34:07
An interesting observation about MDL caching.
It's possible for 2 or more MDL files to only differ in terms of the skins they use; otherwise they have identical geometry (vertices, frames, triangles, stverts).
You'd think this would be a theoretical possibility at best, but it actually happens in ID1: progs/spike.mdl and progs/s_spike.mdl are identical aside from skins.
Load up ad_sepulcher and there are about 30 MDLs where this happens.
So to save memory with MDL caching, and also potentially save memory with VBOs if you use them, this is something you could check for, without being too disruptive to the rest of your code.
#1959 posted by Gunter on 2018/03/23 18:41:29
I don't know if the SV_TouchLinks thing is similar to the old engine-crashing teleporters without proper destinations bug, but a QuakeC fix is mentioned here: https://www.quake-info-pool.net/q1/qcwa.htm#trigger_teleport
#1960 posted by ericw on 2018/03/23 19:55:13
I don't think that is related to SV_TouchLinks.
Here is Quakespasm's SV_TouchLinks fix which I adapted from Spike's in QSS:
https://github.com/ericwa/Quakespasm/blob/master/quakespasm/Quake/world.c#L325
Screen Res For Mods
#1961 posted by NightFright on 2018/03/24 20:25:54
Is there a particular reason why Mark V (1081) wouldn't copy over screen resolution settings from id1 folder when running mods from custom dirs?
Because You Forgot To Copy And Paste Your .cfg From Id1
#1962 posted by Qmaster on 2018/03/24 22:31:47
That's Weird Then
#1963 posted by NightFright on 2018/03/24 23:45:00
I am used to Mark V taking all settings from config.cfg located in the id1 folder...
#1954
#1964 posted by mankrip on 2018/03/25 04:54:24
Here's my QuakeSpasm parameters for AD. They're from the readme:
-game ad_v1_50final -heapsize 256000 -zone 4096
The ad_sepulcher readme says to use these:
-game ad +map ad_chapters
I'm not sure if something else could be causing system overload. Maybe the Intel HD Graphics 3000 drivers emulating stuff in software?
#1965 posted by mankrip on 2018/03/25 05:04:08
I've implemented a SV_TouchLinks "fix" in my code, and it broke the end-of-level teleporter in the map Citadel of Doom. That map is good for testing.
#1966 posted by mh on 2018/03/25 08:51:59
Spike's more robust SV_TouchLinks fix works fine in that map.
The Intel HD 3000 should not be emulating anything in software; it's right at the start of the "Intel graphics are no longer crap" era and IIRC will even run Doom 3.
Isn't "heapsize XXXXXX" Deprectaed In Current Engines?
I thought this was no longer needed...
#1968 posted by mankrip on 2018/03/25 12:05:11
mh: Yeah, I've played Doom 3, Quake 4 and the 2013 Shadow Warrior in it.
#1969 posted by Baker on 2018/03/31 03:08:53
Aw hell!
So many posts to read.
I had super-Android obsessive tunnel-vision "I will beat this platform into the ground and make it do my bidding" madness.
I figured there were be 5 new posts here, instead there are maybe 35-45 haha!
I will read them. But a bit too much too digest right now -- I see something about a TouchLinks thing, I have some sort of TouchLinks fix in Mark V from some other respected source but apparently not good enough for the issue in question.
Baker
#1970 posted by Qmaster on 2018/03/31 15:31:42
Do QuakeDroid bugs belong here or in the QuakeDroid thread. Enjoying QuakeDroid a lot btw.
@qmaster - Yeah, QuakeDroid Thread
#1971 posted by Baker on 2018/03/31 20:22:00
Yeah, QuakeDroid is a different kind of animal.
So all QuakeDroid talk should be in the QuakeDroid thread.
I'm glad you are enjoying QuakeDroid.
@spike/@cadaver
#1972 posted by Baker on 2018/03/31 23:01:05
@Spike - thanks for helping Cadaver with his multiplayer.
@cadaver - Glad you got it working. Mark V uses Spike's single port server so just port 26000.
@mh
#1973 posted by Baker on 2018/03/31 23:02:36
Touchlinks - I can't recall where/how I got the touchlinks fix. And if I recall, when I was acquiring Spike's QSS single port server/IPv6/server browser capabilities, his was slightly different. Mark V has "co-op players can walk through each other on respawn and the ability to save multiplayer games AND reload them with the wrong number of players.
So if the code their looks usual, lots of action going on.
#1974 posted by Baker on 2018/03/31 23:11:28
@nightfright - here in a couple of days, I'll see if I dig into the Chillo model pack thing.
@nightfright2 - I am used to Mark V taking all settings from config.cfg located in the id1 folder...
Mark V loads AND saves the settings to the Quake startup gamedir. If you start up Mark V in id1, it will use id1. If you start up in "-game rapture" it will use rapture.
So it sounds like you played, say, rapture and then changed the video mode, which causes the video mode to write to, say, rapture --- then you started id1, the video mode from id1 was the old one.
@mankrip - Ok, you are talking about a Quakespasm issue. I assume.
@Baker
Wondering if you could add support for light entities in the entity inspector mode? Just curious. Not a huge priority.
@dumptruck
#1976 posted by Baker on 2018/04/03 03:23:12
Sure, I can put that on the medium-term wish list. I think (?).
I haven't thought about lights in a long time.
I'm not immediately sure if they stick around or just ones that can be toggled/flicker like the E1M1 nail gun up the lift that is dark until you trigger it.
Do you have something that prompted this thought that perhaps you were trying to do while mapping?
Working On My Tutorials
I was recording a basic lighting tutorial and wanted to show viewers what the diff light values and whatever other info was displayed. However no lights for me at all. I was using 1.50 and I do need to upgrade my video capture directory to the latest version.
Honestly, I'd hate for you to add it just for me but I think the functionality is very cool overall and was curious about why lights weren't included. I didn;t try to examine switchable lights. Will try that.
#1978 posted by Baker on 2018/04/04 00:15:31
You've done a great job with those video tutorials, I've read that they have help a lot of people.
My focus with the tool_inspector was mostly QuakeC/entities as an assist to mappers to be able to
1) To get the entity # for an entity!
2) examine why something does/doesn't work in their own map
3) check out the mechanics of a different map
So lights never even occurred to me.
So lights never crossed my mind.
Again
Not really a request. I'd rather you work on Gunter's wishlist. ;)
Lights
#1980 posted by rj on 2018/04/04 00:50:27
I'm not immediately sure if they stick around or just ones that can be toggled/flicker like the E1M1 nail gun up the lift that is dark until you trigger it.
Yep this is right, light ents are removed from the world on map load unless they have targetnames, or a sound/model attached to them (e.g. light_fluoro/globe etc). Simple enough QC alteration to disable this (misc.qc #45) but not sure how advisable that is.
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