#175 posted by Spirit on 2009/06/11 09:51:02
Fitzquake 085 only.
It seems related to how Fitzquake sets the resolution.
If I launch it with -width xxx -height xxx -bpp xx it works fine.
If I launch it normally, it does it's resolution change flicker and then runs so slow. I also noticed that the loading pentagram in the top right corner (always?) shows in funky colours then (like a normal map). Also a part on top of the display might flicker a bit.
PS: Setting a windowed mode with 16bpp when Windows is 32bpp is not fun. :P
SDL Buggy Sound ?
Testing large maps with FitzSDL-0.85beta on my desktop i'm getting quite a few crashes, sometimes every 5 minutes. And it just killed Xorg/Linux on my laptop while playing "timedemo demo1".
Hmmm... playing "-nosound" and have yet to get a crash. (Still.. negations can't prove a theory).
Metlslime
#177 posted by JPL on 2009/06/27 11:11:19
I played multiplayer some days ago at office with FitzQuake0.85... it was running like a charm till it hang up, without any possibilities to unblock the game, except Ctrl+Alt+Del, and kill the process... and no error message at all... Maybe a network protocol issue, or something else, not sure...
Did you ever had heard about such issue before ?
JPL:
#178 posted by metlslime on 2009/06/29 09:22:58
no, never heard of that. Can you tell me what map, what mod, and what you were doing at that moment?
Metlslime
#179 posted by JPL on 2009/06/29 09:44:58
Hang up happened twice with 2 different mods: Reaper 0.80 and Killer 0.90.
The map was THF the first time, and DM3 the second time.
I was just running (bunny-hopping) and firing spikes with SNG on an another guy the first time, and the second I was ambushed with RL..
I am actually trying to educate my collegues at Quake DM at office :)
Monster Movement Animation
#180 posted by Jaromir83 on 2009/07/04 20:33:38
kinda liked the laggy monster movement animation v0.8 provided more than smooh v0.85 one. any way to set the imprefect monster movement at v.085 pls? would really like to downgrade this feature. thanks
r_lerpmodels 0
r_lerpmove 0
Oh Yeah...
#182 posted by metlslime on 2009/07/04 23:16:56
the documentation states that they both default to 0, but it is wrong, they default to 1 :P
Some Kind Of Bug
#183 posted by necros on 2009/07/04 23:53:07
i'm not certain, but i believe i've found some kind of odd bug to do with .blocked for doors.
this happens in fitzquake, but not in aguire's glquake, which leads me to believe it's a bug with the engine.
basically, you get crushed by a door when you're standing on top of it while it is traveling downwards. this shouldn't be able to happen since you can't block a door in that manner.
the instance where this was happening was originally in a map that was breaking many limits, but i've transplanted the bit of map into a seperate map and the problem still occurs...
any idea what this is? i can give you the bsp/map if you're interested.
Necros
#184 posted by Preach on 2009/07/05 00:15:51
Have you increased your max FPS at all? At very high framerates glitches like that can start to appear, and it might be that aguirre's engine keeps a hard cap on server frames. If you can reproduce it at 72 fps then it isn't that.
Necros:
#185 posted by metlslime on 2009/07/05 00:23:32
if you can upload the map somewhere and email me the URL, that would be useful. (or just mail it to me if that's easier for you.)
Also what Preach said.
Very Interesting...
#186 posted by necros on 2009/07/05 00:41:10
my host_maxfps was set at the default 72.
i set it to 10 and 60 and the bug didn't happen.
setting it to 71 (and 70, 69) makes it happen at a different spot, but setting it to 68 makes it go away, however, i get a single 'unstuck' message as the door hits the top of it's movement so i think it still has the potential to happen.
i'll send you the stuff in the mail.
Mm
#187 posted by necros on 2009/07/05 00:50:27
should have thought to test this sooner, but the bug also happens in normal glquake.
i'm pretty confused right now, because i've never had this problem before. i'm trying to figure out if i've built something different somehow, but as far as i can tell, it's the exact same combo of entities i've used many times before. o.o
#188 posted by JneeraZ on 2009/07/05 01:41:48
Yes, this happens at the start of Drew's speed map and at the start of White Room as well. Any kind of long distance door like that which you ride downwards has the potential to start hurting you for no apparent reason. It sucks.
Ah, Okay...
#189 posted by metlslime on 2009/07/05 04:22:04
it's good to know it's not a bug i personally created. Still good to know about it, though.
Directional Dependent Music
#190 posted by grahf on 2009/07/08 04:24:22
So I'm finally playing warpspasm on fitzquake .85 sdl mac beta, and it's lovely (the way it was meant to be played, no less), but I notice that the background music is directional; that is, I only fully hear it facing a certain direction.
I don't know if this is an issue with fitz or warp, but I confirmed that it doesn't happen playing warpspasm in Darkplaces.
Grahf:
#191 posted by metlslime on 2009/07/08 05:02:10
It's an issue with all engines that don't do something special to fix it. Basically all sounds in the level have an origin point, even if they are attenuation = 0 sounds. I don't know what darkplaces does specifically to fix it, but it must treat those sounds specially, forcing them to be the same volume in both channels.
Yeah
#192 posted by ijed on 2009/07/08 05:38:58
I hacked it by putting four sound entities in each level, at the primary cardinal points.
The best fix is a fair bit of messing about - null sounds and playing them from outside. But nothing breaks immersion like alt-tabbing.
Basically sounds in quake can only be heard when seen. ATTN_NONE makes them full volume despite distance.
Thanks Guys
#193 posted by grahf on 2009/07/08 06:00:26
I suspected it had something to do with attenuation. It didn't really detract from the atmosphere anyways, I was just curious.
Keep up the good work and all; I really appreciate and enjoy it.
#177 / 179
#194 posted by JPL on 2009/07/08 07:44:10
metlslime, I made others tests in multiplayer.
I played with 5 collegues, and no errors / hang up / issues occured during more than an hour, hence the fact I think the issue comes from the mods itself... weird...
#195 posted by Spirit on 2009/07/08 09:02:45
That's why more engines need Ogg Vorbis cdtrack emulation (with cd play # support).
Full Dark Torches
#196 posted by necros on 2009/07/12 02:37:45
what causes that? every so often, a wall torch (or quoth brazier) is full dark, even though the floor directly under it is very bright.
Maybe..
#197 posted by JPL on 2009/07/12 12:11:33
... because it is in a wall ? I already experimented this dark-ish behavior with impaled corpses... maybe same issue.. though... :P
#198 posted by necros on 2009/07/12 20:47:11
here's a screenshot: http://necros.quaddicted.com/temp/dark1.jpg
as you can see, the entity is inside the level (the origin on the braziers is up where the flame is) and the floor underneath is nearly full brightness.
it doesn't happen in aguirre's glquake though.
Necros:
#199 posted by metlslime on 2009/07/13 03:08:55
so this is a fitzquake-only bug? Perhaps it's due to entity lighting interpolation (the code that uses the floor lightmap brightness to determine lighting, in fitzquake interpolates between neighboring lightmap samples.)
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