Yeah...
#250 posted by metlslime on 2009/10/20 04:47:39
writing a whole new memory system would solve this :P
EzQuake
#251 posted by Baker on 2009/10/20 04:57:28
Has some code IFDEF'd labelled "DarkPlaces memory manager" that dynamically allocates memory as needed.
Memory
#252 posted by mh on 2009/10/20 18:21:32
Oh, dynamically allocating as needed is easy. Keeping track of what memory you have allocated, freeing it in the correct places, keeping contiguous blocks where needed, ensuring nothing gets stomped, and transitioning from Quake's cache/hunk/zone system - that's hard.
It's the kind of thing where - unless you *REALLY* need it, or unless it scratches some particular itch you have - you might be better off just upping the default Heapsize.
#253 posted by mh on 2009/10/20 22:25:05
I forgot "...and doing it all efficiently..." :)
If It Works ...
#254 posted by Baker on 2009/10/20 22:53:59
The ezQuake #IFDEF DARKPLACES_MEMORY_MANAGER code -- if it works -- is rather simple.
Shockingly simple, actually.
Alias Models + External Textures
#255 posted by Baker on 2009/11/05 07:13:11
Does FitzQuake support external textures for alias models?
/Btw ... FitzQuake is about the only non-DarkPlaces engine that renders a skybox when submerged in a liquid with r_wateralpha < 1. I never had a doubt ;)
Argh .. Nevermind
#256 posted by Baker on 2009/11/05 07:22:21
I thought this was added in 0.85
Regarding -heapsize And Such
#257 posted by Jago on 2009/11/05 12:50:29
Is there any particular reason why things like -heapsize aren't automatic and dynamic?
#258 posted by Spirit on 2009/11/05 15:10:59
Yes, check 5 posts above yours.
This Thread Beats The Record Folks
#259 posted by QMD on 2009/11/12 02:57:03
On september 16, year 2000, 'maiden' posted the #237 message on the infamous thread at Qmap, called:
- - - - - - - - - - - - - - - - - - - - - - -
QuakemapDesigner... Err Designs Quake Maps.
Posted by Shambler [194.112.32.102], 31/08/2000 09:13 GMT
" The modestly named QuakeMapDesigner has been shouting about the Quake maps he's, err, designed at his QuakeMapDesigner site. They look like deathmatch and/or CTF maps to be (though I can't be sure), and QMD is after some reviews, so be sure to pick up some maps and give him an honest appraisal of their quality.
P.S. He's French apparently - any relation to you, Bal?? =) "
- - - - - - - - - - - - - - - - - - - - - - -
So just for you to remember the " good old days " folks and congrats on this thread, because it has a higher number of posting message.
Cheers!
QMD
"Where imagination means, levels!"
P.S.: QMD stands for "QuakeMapdesigner" and not " Quick Masturbation Discharge ".
Crikey!
#260 posted by RickyT33 on 2009/11/12 10:29:12
When that message was posted I was running around, truant from 6th form, popping magic pills and sleeping in every day.
#261 posted by mh on 2009/11/13 23:38:03
"FitzQuake is about the only non-DarkPlaces engine that renders a skybox when submerged in a liquid with r_wateralpha < 1."
No it isn't. ;)
Weird...
#262 posted by metlslime on 2009/11/14 01:33:29
i'm not even sure why any engine would fail to draw the skybox when underwater, unless they specifically added code to do it. Otherwise you'd think that "if sky polygons are visible, draw skybox" is the most obvious logic. Or even the more dumb and simple "always draw the skybox" approach.
User Error
#263 posted by Baker on 2009/11/14 03:19:31
I had underwater fog on and didn't make the connection between that and the traditional fog. Skyboxes are viewed as infinitely far away. JoeQuake, Qrack, FuhQuake, ezQuake just draw the underwater fog.
And I believe none of the above even draw the skybox with any fog setting.
Bad post on my part!
True Tho
#264 posted by RickyT33 on 2009/11/14 03:56:29
#265 posted by mh on 2009/11/15 14:52:11
Yeah, fog needs tweaking for an infinitely distant skybox, and at the very least the fog end value needs tweaking also even without an infinitely distant one. Haven't looked at FQ's skybox code yet but I wouldn't be too surprised if it did something like double the fog end value when drawing the sky.
Some FQ 0.85 Bugs
#266 posted by mh on 2009/11/15 21:02:52
In TexMgr_LoadImage8 you have "if (glt->flags & TEXPREF_ALPHA && !(glt->flags & TEXPREF_CONCHARS))" (also the same in a few other places) - "glt->flags & TEXPREF_ALPHA" needs parentheses.
More Bugs
#267 posted by mh on 2009/11/15 21:20:18
The initial value of gl_max_anisotropy should be 1. This fixes the infinite loop in the cvar callback and is conformant with the spec (i.e. a value of 1 specifies normal isotropic filtering).
Mh:
#268 posted by metlslime on 2009/11/15 21:50:15
fitzquake disabled gl_fog and just does a fixed-opacity blend over the sky, unless gl_skyfog is 1 (fully fogged) and then it just draws solid-colored, textureless sky polys.
As for the other bugs, thanks... i'll have to check those out.
So
#269 posted by ijed on 2009/11/17 03:24:32
Just learned that there's a 256 frame limit which seems to be an engine side cap.
Going to make changes to have the thing fixed on our end, but thought I'd ask - is there any reason not to fix it? Apart from the obvious 'hardly anyone wants 256+ frames of animation'.
Ijed:
#270 posted by metlslime on 2009/11/17 09:57:07
That limit was raised in protocol 666, and the frames seem to always be passed as 32-bit ints internally, so i'm not sure what the problem would be. Is it crashing?
Yeah
#271 posted by ijed on 2009/11/17 14:00:13
Without a warning and only when I add more than 256 frames. I thought I remembered something about it being mentioned in documentation but couldn't find it again.
In any case the model is going on a diet - there are some unnecessary frames in there that can be pruned. Just thought I'd mention it.
Frame Reduction
#272 posted by Preach on 2009/11/17 20:05:20
One trick you can use to get rid of frames is to create framegroups from some animations. The safest candidate is the stand animation, since there's no action the monster performs which needs to be synced with the frames. Anything more complicated than that would almost always cause difficulties, but that one should be safe enough. If you're only 8 or 10 over the limit, that might just get you back.
Once you know that trick, you can also make longer idle animations, knowing that they will only cost you one frame. I've not done it yet, but it's one of those ideas that's been knocking about...
Interesting
#273 posted by ijed on 2009/11/17 20:55:25
That's a cool idea - although there are actions that need to be run like idle sounds, and we've got some idle tic stands as well.
Having said that there's some stuff that can use it such as the simpler trap style entities like wasps, spikemines and maggots.
Ijed...
#274 posted by metlslime on 2009/11/17 22:24:37
okay, i'll look into it. Thanks for the report.
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