Fuck Off Dude
Errm
#2116 posted by Kinn on 2016/07/08 12:15:16
I don't really have anything to add to that comment so instead here's a gif of a pig taking a cat for a walk: http://i.imgur.com/oneWY9J.gif
Yeah
#2117 posted by negke on 2016/07/09 11:37:29
I mean, I kinda enjoyed Kinn during my teenage rebellion phase. But nowadays it's just lost its appeal...
Minor Buglet
#2118 posted by Kinn on 2016/07/11 22:45:36
I seem to 100% of the time get a black screen when I start up the sdl2 version. To fix it, I alt-tab to desktop, then alt-tab into the game again.
Doesn't happen with the non-sdl2 version.
Anyone else getting this?
Windows 10
NVIDIA GeForce GTX 765M
#2119 posted by mh on 2016/07/11 23:17:00
Anyone else getting this?
I'm guessing that you have an Optimus laptop from the "M" in your GPU model number.
I was able to 100% reproduce this on a similar system, but only when running under the Intel graphics card. When running under the NVIDIA (either by right-clicking and selecting "Run with graphics processor" or by creating a profile in the NV control panel) it behaved properly.
Whoa That's It
#2120 posted by Kinn on 2016/07/11 23:29:09
Holy shit - I had no idea I was running it all this time on my crappy intel card thing. Whoa. Cheers!
#2121 posted by mh on 2016/07/12 00:53:56
On Windows the NvOptimusEnablement (there's an AMD equivalent too) export can be set to fix this: http://stackoverflow.com/questions/17458803/amd-equivalent-to-nvoptimusenablement
Only thing is, for some rendering workloads the Intel is actually the faster GPU in this kind of configuration - especially if it's a HD4000 or better. Quake falls into this category; what happens is that Optimus with the NV must transfer the framebuffer to the Intel for presenting, but Quake rendering is so lightweight that doing the transfer takes longer than just doing everything on the Intel.
Feature Request
#2122 posted by ijed on 2016/07/17 02:13:20
Not sure if this has already been requested, but it'd be a real time saver I think.
Predictive text for commands. Just like on swyftkey or similar, you type a letter and behind it the engine fills in, in grey, any possible command pertaining to that letter.
If you hit enter then it completes the command in text, if not then you carry on typing as normal.
Adding custom keybinds is all very well... but if prediction was a base feature then it'd remove a lot of this piddling about for most if not all users.
Just a thought.
Ijed
it exists, start typing something then press tab
Ahah
#2124 posted by ijed on 2016/07/17 04:14:51
Thanks!
Hm
#2125 posted by ijed on 2016/07/17 04:16:13
Not exactly what I meant though - I know what the commands are already.
#2126 posted by metlslime on 2016/07/17 04:18:26
keep hitting tab and you won't have to type the rest
#2127 posted by Baker on 2016/07/17 04:41:25
ijed is learning about tab completion in 2016?
fte does exactly what ijed is talking about with the show the command before you type it thing.
In theory it sounds great.
In practice it is a horror.
It doesn't know what you are going to type and instead annoys the F out of you autocompleting something random you aren't looking for --- and in doing so --- ruining your train of thought.
#2128 posted by Baker on 2016/07/17 04:57:47
(Hehe, I should have softened that up a bit and wordsmithed it a little before clicking submit.
The effort to write that feature is great, but the way an advanced engine will have 1000 cvars and commands and most of them are things an average user is never looking for --- this causes the end result to be undesirable.
In my opinion ;-) ...
Feature Request : Random Map Command
#2129 posted by Barnak on 2016/07/17 05:09:29
I'm still requesting this feature for Quakespasm : the ability to quick load a random map from the whole list by typing a simple command in the console.
Please, I need this, built-in !
#2130 posted by Baker on 2016/07/17 08:15:15
Open host_cmd.c in the Quakespasm source and find Host_Map_f --- there is a list called "extralevels" and you could make it pick a random one from that list if you type "map random" in the console.
So edit it to do that and then recompile Quakespasm and you are all set.
Fair Dos
#2131 posted by ijed on 2016/07/17 08:47:47
The Swyftkey thing I mentioned is a downloadable keyboard for mobile which manages not to be annoying.
But yeah, not exactly top of my christmas list :)
I'd Forgotten About Barnak
#2132 posted by ijed on 2016/07/17 08:58:15
Ijed
#2133 posted by Barnak on 2016/07/17 15:05:57
Why this meprisable attitude ?
As a player of Quake, I'm simply asking for a usefull feature, so what's wrong with my request ?
R_shadows 1
#2134 posted by dwere on 2016/07/17 20:06:32
I recently discovered that it actually looks pretty nice. But maybe the shadows should be one-sided? Since they're supposed to fall on the floor, I see no reason for them to be visible from below. It only contributes to the amount of situations when they look weird.
http://i.imgur.com/HDjlEze.png
#2136 posted by anonymous user on 2016/07/18 03:37:46
2
#2137 posted by mh on 2016/07/21 18:59:09
Just saw this...
Axel Gneiting, a programmer at id Software, has ported Quakespasm to Vulkan: https://twitter.com/axelgneiting/status/755988244408381443
Code: https://github.com/Novum/vkQuake
QuakeSpasm Shows Me Just A Screen Full Of Grey On Any Map
#2138 posted by Aardappel on 2016/07/21 19:12:31
Whole screen grey, except for the status bar. any map, even e.g. dm4. Does not happen in fitzquake. Any idea?
Aardappel
#2139 posted by ericw on 2016/07/21 19:47:19
Argh.. :(
Would you mind launching with the "-condebug" flag and uploading the generated "qconsole.log" file?
You can disable some rendering code changes with "-noglsl" (alias models, gamma correction) or "-novbo" (new world renderer), one of those may help.
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