#3069 posted by metlslime on 2017/11/14 07:34:13
Just put mods and maps in the "new game" menu
Also, Re: #3049
#3070 posted by metlslime on 2017/11/14 08:35:09
Here's an example of a zoom script that is agnostic to your current sensitivity cvar. This modifies m_pitch and m_yaw instead of sensitivity.
alias +zoom "fov 105; wait; fov 72; wait; fov 53; wait; fov 34; wait; fov 15; m_yaw 0.004; m_pitch -0.004"
alias -zoom "fov 15; wait; fov 34; wait; fov 53; wait; fov 72; wait; fov 105; m_yaw 0.022; m_pitch -0.022"
Of course it does assume a specific fov. Use iriyap's suggestion and use inc command to make it relative to any starting fov value. (though it could break if it tries to go below the min value.)
@ericw
#3071 posted by iriyap on 2017/11/14 13:51:45
Just noticed that the 3D crosshair for the RL in Shrak is also solid color and also affected by this bug.
32 Bpp
#3072 posted by maiden on 2017/11/14 23:46:04
Not sure if posting in the right thread, but I'm having trouble running QS in 32-bit colour. Highest available setting is my native resolution (1600x900) and 24 bpp. Any hints on how to troubleshoot?
#3073 posted by maiden on 2017/11/15 00:38:16
The version is 0.92.2-admod-win32 from sock's Arcane Dimensions page. QuakeSpasm 0.92.1-win64 runs 32-bit colour fine.
It's Fine
#3074 posted by ericw on 2017/11/15 01:07:31
24 and 32 are pretty much different names for the same thing (they're both 8 bits per channel). It's probably just a naming difference between SDL2 and SDL1.2 .
#3075 posted by maiden on 2017/11/15 03:18:07
OK thanks.
@ericw
There seems to be a gamma shift (lower, brighter) when I switch refresh rate to match my desktop refresh rate. If you cannot reproduce, I can make a video after work tonight. Or is this expected?
Dumptruck
#3077 posted by ericw on 2017/11/15 22:15:07
Hm, that's not good. I'll see if I can reproduce it.
@dumptruck_ds
#3078 posted by ericw on 2017/11/16 02:04:25
Can't reproduce on my system (latest windows 10, nvidia 650); tried 800x600@60 and 800x600@75 hz.
I can't think of an explanation, but a couple questions: do the QS brightness/contrast sliders work in both video modes? If you still get a gamma shift with both "gamma" and "contrast" cvars set to 1, it's likely something outside of QS causing the gamma difference.
Is it possible there's a different gamma setting for that video mode in your graphics driver control panel? I'm not sure if that is a feature, just guessing here.
Does it happen in any other game?
@ericw
I am still at work but will do some more work on this tonight. I doubt it's an external nvidia thing. I switch refresh rates a lot with QS and QS Admod etc. as I am working on the Xmas jam at the moment. I map and test at 72hz and then play for fun at 144. Will report back in a few hours.
I will check the sliders in both modes. And other games.
@ericw
Tested this. Happened again. But here is the weird thing: I took screenshots and they match. However, I am def noticing an increase in overall brightness.
Will keep exploring this but did not happen with .92x and Admod versions. Very strange. The brightness isn't horrible just noticeable. Here's a PDf with the screens for reference - you will not see any diff between them but thought I'd include for further discussion.
https://adobe.ly/2AQ2JDI
Thanks, Appreciate It
#3082 posted by ericw on 2017/11/16 05:49:19
Will keep exploring this but did not happen with .92x and Admod versions.
One thing is, 0.92.x and the admod build did not have refresh rate control. (I only added it in august.)
Something that might be worth checking is Fitzquake 0.85, if you don't have it already; it has the same refresh rate cvar and option in the video menu:
http://www.celephais.net/fitzquake/
I also did a bit of searching and it sounds like gamma changes can be an side effect when high-refresh rate monitors switch refresh rates - so I wonder if it could just be that?
http://www.mmo-champion.com/threads/2098378-Asus-24-quot-LED-A-Sync-MG248Q-brightness-at-different-refresh-rates
#3083 posted by R00k on 2017/11/16 06:12:55
okay, so not trying to be a proud c0ck in any way, yet, hear me out. I try to to a timedemo demo2 in QS newest, and get around 631.4fps yet in Qrack in the classic settings (which is standard quake) im getting 2200fps yet Qrack uses stupid opengl 1.3...
i'm not trying to tug a war just wondering if your glsl is batching per frame or per model?
#3084 posted by R00k on 2017/11/16 06:16:01
im using windows 10 pro 64bit nvidia 960gtx
btw
#3085 posted by R00k on 2017/11/16 06:32:16
quakeone.com/qrack test it yourself
#3086 posted by metlslime on 2017/11/16 07:29:32
screenshots will not show hardware gamma correction, that correction happens only as the framebuffer is drawn to the screen. (which is why it affects the whole screen when playing quake in a window, rather than just the game window.)
#3087 posted by ericw on 2017/11/16 07:58:46
rook: yeah, I get similar results, though not as extreme, 850fps for qrack vs 500fps in QS for timedemo demo1. this is 1920x1200 on a 650gt. I don't have a good explanation. QS does well when the maps get bigger and/or there are lots of MDL's on screen, but there must be some reason it's worse on "easy" content. IIRC, DirectQ on the other hand was blazing fast on id1 content.
#3088 posted by mh on 2017/11/16 10:36:12
Is QuakeSpasm still sleeping every frame, even in timedemos? That would cause it.
#3089 posted by mh on 2017/11/16 15:28:07
Tested using latest source, in main_sdl.c, line 184:
if (time < sys_throttle.value) 483 fps
if (time < sys_throttle.value && !cls.timedemo) 1228 fps
#3090 posted by szo on 2017/11/16 17:40:18
Set sys_throttle to 0 on your console before running a timedemo.
#3091 posted by R00k on 2017/11/16 17:43:18
ya setting sys_throttle to 0 im pushing 2000fps now.
Eric
#3092 posted by spy on 2017/11/16 18:34:01
Could you add an "r_viewmodel_fov" cvar from mark_v
Spy:
#3093 posted by ericw on 2017/11/16 19:56:02
it's something I want to add but didn't get to for this release. The RC does have r_viewmodel_quake (also from markv) where 1=restore winquake gun position.
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