#2891 posted by R00k on 2017/07/08 06:16:10
im with MH, even using motion blur to hide screen tearing, and quake's client-side aim, 30fps is not playable. 60 maybe; i might be a mutant but I can tell the diff between 60 and 120fps
just saying.
32bit Colors
#2892 posted by negke on 2017/07/08 09:01:30
This may have been answered before/elsewhere? How come I can't set 32 bit colors on my machine? Highest depth is 24 bit. Only just noticed that on some laptop it ran on 32 so something must be off here.
#2893 posted by ericw on 2017/07/08 10:15:50
32 and 24 are the same colour depth (8 bit per channel) so it's probably nothing to worry about. The extra 8 bits would be unused by qs.. not sure if it's just padding or an alpha channel.
Question Someone Posted Over On Quaddicted....
#2894 posted by anonymous user on 2017/07/08 13:53:09
...that I thought I'd relay here. This person is having trouble running the old XMen TC on the latest QS build. I've tested it on QS-admod/0.92.2 and although it starts up with the XMen background image, I get the same error messages when I try to start a new game.
It works fine on QS 0.92.0, though, so this seems to result from some very recent change/s to QS.
Original Quaddicted post:
Hey. I thought I'd give this TC a try but I've encountered this error in Quakespasm (0.92.2):
UNKNOWN COMMAND "GL_KEEPTJUNCTIONS"
HOST_ERROR: PF_LIGHTSTYLE: STYLE=255
Anyone else have this?
https://www.quaddicted.com/forum/viewtopic.php?pid=2289#p2289
PS: I'm not posting this because I want to play the XMen TC at all costs (I tried it once a long time ago and that sufficed for me); I just thought this could be something ericw (and others working on QS?) might want/need to know about.
Thanks for constantly improving this fantastic engine, by the way!
Whoops
#2895 posted by anonymous user on 2017/07/08 14:06:33
The quote should have ended after "Anyone else have this?". The rest are my words. I guess I forgot to type "< / q >".
#2896 posted by Spike on 2017/07/08 17:11:07
there's apparently already a fix for that, just no new releases. for that mod just use the old build until then, or other engines.
Spike
#2897 posted by anonymous user on 2017/07/08 19:52:49
Ok, thanks. As I said, I'm not interested in the mod; just thought it was perhaps indicative of a bug or problem.
#2898 posted by mh on 2017/07/08 21:12:00
Just out of interest - what is the correct value for MAX_LIGHTSTYLES anyway? There are places in the engine where it's 64, other places where it's 256.
#2899 posted by ericw on 2017/07/08 21:19:32
About this bug with xmen, I caught a case where something was calling PF_lightstyle with a style between 64-67. Since there was no bounds check, this happened to overwrite the next thing in server_t, num_edicts, which blew up the engine and was a pain to trace back to PF_lightstyle.
So initially I put in an aggressive Host_Error, but that broke Xmen, so I changed it to a debug warning + ignore the lightstyle call.
#2898
#2900 posted by Spike on 2017/07/08 21:55:57
the bsp limit for MAX_LIGHTSTYLES should be 255, not 256. it doesn't make sense to go higher than that, other than to skip the validation when parsing svc_lightstyle messages, which isn't too significant.
the 256th lightstyle might be usable for rtlights, but all the various bsp formats that use a byte for lightstyles can use a max of only 255, with the 256th (index 255) being 'no more styles'.
xmen is just buggy....
#2901 posted by Baker on 2017/07/10 01:05:44
Type "gamma fps" in the console to get higher fps.
#2902 posted by Spike on 2017/07/10 02:53:09
actually, 'gamma fps' will drop your framerate AND be unplayable in QS (gamma 0 = white screen).
In QS, you want 'gamma 1;contrast 1' to boost your fps.
To be fair, I guess that 'gamma fps' would at least stop you from caring so much about framerates...
@Spike
#2903 posted by bakedpotato on 2017/07/11 11:13:29
Wow, I hadn't realized how much that contrast nerfed my fps. In the AD level selection map I'm running 95-105 until I crank contrast up to 1.8, which drags it down to 60-75.
The colors are so much more vibrant, though...
#2883
#2904 posted by Jonas on 2017/07/11 16:03:42
I'm a femministt cuckk to.
Bakedpotato
#2905 posted by ericw on 2017/07/11 22:08:23
what GPU out of curiosity?
We could improve it a bit by (avoiding an extra copy of the framebuffer) by rendering into an fbo and drawing that to the window. (currently it draws the game in the window, copies it to a texture, then draws it back to the window with gamma/contrast.)
@Ericw
#2906 posted by Spike on 2017/07/12 03:31:20
contrast-only could be done without the fbo or even glsl.
glBlendFunc(GL_DST_COLOR,GL_ONE);
glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_MODULATE);
will do something like:
screen=screen*(white*vertexcolour) + 1*screen;
with the above, gamma 1;contrast 1.8; is about as cheap as you can get it without blackmailing microsoft into finally fixing their gamma ramps issues.
A (quake)gamma of 0.45 or so can be achieved quite cheaply with glEnable(GL_FRAMEBUFFER_SRGB); (although you're meant to use an srgb-capable pixelformat too, which is messy but not needed at least on nvidia). Side note: this approach gives MUCH less banding than you would get with glsl.
Of course, talk about srgb just drives home that quake's colours are totally screwed, and its lightmaps are non-linear too...
Hold On
#2907 posted by Qmaster on 2017/07/13 03:46:58
Let's not confuse contrast with gamma now. :)
Feature Request (Not Hopeful!) :P
Would it be possible to add vibration support for the controller?
Playing with controller works really well in single player but sometimes when I'm playing maps that have actual 'quakes' in them it feels strangely hollow not feeling any rumble... Also, the Widowmaker in AD could really do with shaking that controller too!
Would Be Cool, To Control A Motorized Plastic Vagina Too !
#2909 posted by Barnak on 2017/07/13 19:16:48
Vibrations in Quake !? Geez I'm interested !
@ericw
#2910 posted by bakedpotato on 2017/07/14 05:24:11
It's getting old; Nvidia GeForce 8600 GT running driver v341.44.
Color me interested on the vibrations as well! I've actually been using the Steam controller to strong effect. It's worlds better than an Xbox controller, but still can't quite compete with a good ol' mouse'n'keyboard.
Just Pasting It Here, Maybe One You Find It Useful.
#2911 posted by anonymous user on 2017/07/16 00:02:53
QSS Protocol
#2912 posted by Mugwump on 2017/07/17 04:41:36
My QSS (admod) is set to protocol FTE+666. I thought this would make demos playable in both 666 and FTE protocols but they don't work in standard QS' protocol 666. I tried typing sv_protocol 666 in QSS' console but it doesn’t change to regular 666. Help?
Mugwump
#2913 posted by ericw on 2017/07/17 04:54:42
I haven't tried it, but try: "sv_protocol 666-"
To prevent the server from detecting replacement deltas (so they don't appear in demos), use "sv_protocol 666-" (omitting the - will neither enable nor disable fte extensions).
To re-enable extensions, use "sv_protocol FTE+666"
from http://triptohell.info/moodles/qss/qss-changelog.txt
Thanks Eric!
#2914 posted by Mugwump on 2017/07/17 07:27:27
Ahh Crap
#2915 posted by ericw on 2017/07/17 08:19:26
I didn't read the readme properly, apparently the proper setting is "cl_nopext 1"
QSS uses elements of FTE's improved network protocol by default. This is in an attempt to reduce demo filesizes, as well as allow for mod extensions. This does not hinder QSS's use as a server and is only an issue for demos. Set cl_nopext 1 before connecting/starting a map if you wish to disable the use of this.
http://triptohell.info/moodles/qss/
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