Cross-level Demos
#290 posted by szo on 2012/03/14 10:32:13
if the engine in question knows how to handle the "reconnect" stufftext, than they are able to playback. So, I guess the answer to your last question is yes, we enabled proper playback, although I don't know what else would be expected of us to do.
ericw did some great work with interpolation
Our main priority is reliable playback, and his patch seems to have issues. Perhaps they can be resolved ? Anyway, posting here would be best
http://sourceforge.net/tracker/?func=detail&aid=3467305&group_id=304914&atid=1285038
Awesome!
#292 posted by LeopolD on 2012/03/14 14:20:34
Nice to see the project keeping its momentum, will dl asap!
#293 posted by necros on 2012/03/14 21:25:18
pretty cool that you are so quick to make changes. n1 :)
S_FindName: out of sfx_t is still there though. :(
Out Of Sfx_t
#294 posted by szo on 2012/03/14 22:22:44
yeah I forgot doing that. Most possibly will be fixed in next release along with Eric's new sound resampler.
#295 posted by necros on 2012/03/14 22:41:10
it's cool, i only wanted to mention it to keep you aware of it. :)
Necros
#296 posted by szo on 2012/03/16 21:58:12
can you provide some test content so that I can test solutions to the "out of sfx_t" issue?
#297 posted by necros on 2012/03/17 00:41:08
isn't this a case of just not clearing out precached sound names between map loads?
also, i don't know what you need exactly. do you need actual sounds? my gut tells me you could just precache the same sound with different filenames and it'd work fine.
i hesitate because it would take an hour to assemble all the sound files needed to test it with the actual maps.
what i'm doing is i load up a map that precaches 465 sounds.
then i load up a map that precaches 164 sounds.
this causes the error.
while some sounds used are the same (player sounds or whatever) other sounds are not (ambience, mostly, but also monsters).
so while maybe 60~ sounds are shared, and don't need to take up a spot on the list, the others are new and need to be added.
the error comes from S_FindName:
if (num_sfx == MAX_SFX)
Sys_Error ("S_FindName: out of sfx_t");
i believe all that is needed is to do something like this to reproduce it:
precache MAX_SFX - 1 sounds directly from qc and then have your map precache one sound.
then load a map that precaches another sound that hasn't been precached yet and it should cause the error.
#298 posted by necros on 2012/03/17 00:44:35
btw: just using soundlist to count how many sounds are being loaded (i have to quit the engine each time and load up the different maps to avoid the crash).
#299 posted by szo on 2012/03/17 01:06:30
you reported the error, so I assumed that you have a testcase (some mapset+progs or whatever) already, which would make my life easier. apparently I assumed too much.
#300 posted by necros on 2012/03/17 01:09:06
yeah, i don't usually bug test stuff myself and only find problems when i run into them during normal use.
i'll see what i can do but it'll be big (it's more than 512 unique sounds, after all).
maybe i can find a batch program to convert everything to 11khz 8bit or something.
#301 posted by mh on 2012/03/17 16:07:18
Should be possible to lower the define of MAX_SFX for testing purposes. Bring it down to within range of 2 id1 maps for example, and see if you can trigger the error that way.
Also Beware...
#302 posted by mh on 2012/03/17 16:11:07
Static and local sounds (including those caused by menu navigation) will also go into your sfx_t array, so mind that you don't do anything to break those...
RE: Sfx_t Bewarenesses
#303 posted by szo on 2012/03/17 20:28:12
ideas crossing my mind are adopting quake2 style sound registration and adding flags like SFX_PERSIST to preserve those static and local sounds. The solution also has to make sure that all sounds are cleared upon gamedir changes while the engine is alive, which it doesn't as it is now. Hmmm...
Quake2 Style Sound Registration
#304 posted by mh on 2012/03/18 02:32:01
I like that idea. The Q2 code also solves some messy problems like restarting the sound system in mid-game. Ideally sounds should be treated the same way as textures for a very large part - a lot of the same concepts apply.
Gamma
#305 posted by Bluntz on 2012/03/24 00:30:45
Is gamma fixed in the new release?
Do You Mean With Linux ?
OTTOMH
No. I think thats an SDL/XOrg issue (see webpage).
I've added that to our readme.
Xgamma
#307 posted by bluntz on 2012/03/24 17:39:28
Xorg even seems to stomp a custom gamma setting..
...
...
bluntz@bluntz-desktop:~/quake$ ./quakespasm & xgamma -d :0.0 -gamma 5
[1] 3103
-> Red 1.000, Green 1.000, Blue 1.000
Command line: ./quakespasm
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.7 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 16:40:36 Mar 13 2012
64.0 megabyte heap
<- Red 5.000, Green 5.000, Blue 5.000
bluntz@bluntz-desktop:~/quake$ Video mode 1280x960x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/cdrom)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
If anyone else is able to correct the brightness on linux would you please give an example command line that works for you? Nothing posted has worked for me and I really do not want to try changing out the SDL lib systemwide.
Some Missing Features
#308 posted by Barnak on 2012/04/04 05:17:13
I just installed QuakeSpasm today, on my Mac mini 2010 (OS X 10.6.8), and tested it for a few hours. It's working very well, but I have a few comments about it and suggestions to improve the engine :
1. Currently, there is no FSAA (antialiasing) option. The GLQuake app (from Fruitz Of Dojo) has it and it's a great feature. Why not QuakeSpasm too ?
2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.
3. I noticed a frequent video glitch in QuakeSpasm, like a screen redraw jerkiness. I suspect this is because of the absence of any vertical synchro option. This is highly desirable too, since it's a bit painfull on the eyes.
And by the way : thanks a LOT to support that venerable good'old game. I believe that even by today's standards, Quake1 and Quake3 are still the best games around, even after all these years !
#309 posted by necros on 2012/04/04 20:47:50
2. We can't put QuakeSpasm to the background, using command-H, like what we can do with GLQuake (FoD version) or Quake 3. This is highly desirable. Currently, we have to quit the app just to read our emails or to come here.
even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing.
it's something that i think would be nice to have, if you get the chance.
even on windows tabbing out of the engine produces generally bad behaviour from not having mouse control to the engine just crashing
Hmmm. That was not a known issue to me.
Barnak's suggetsions sound reasonable, and Ericw has sent a quick AA Patch but it has bugs. Oz is pretty cluey with AA, so maybe it'll appear soon.
#311 posted by necros on 2012/04/05 00:29:34
ok, so i go to check out what i was doing to create the problems... and nothing happens. :P
i think maybe that was in an earlier version and i got paranoid about tabbing out of the engine that i never noticed it got fixed.
thanks for that, then. :)
Necros
#312 posted by Barnak on 2012/04/05 16:43:39
I tested a new built of QuakeSpasm from Ericw with 4x FSAA, and your ne_ruins MOD is causing huge screen redraw problems. It's related to FSAA and I suspect it's also related to the large hi-res background picture used in your MOD (cloudy sky).
The same QuakeSpasm built with 4x FSAA is working great on all the other maps I tested yet. I didn't noticed any drop in frame rate yet.
I'll test the app on the Honey stuff later today...
Ne_ruins
#313 posted by Barnak on 2012/04/05 17:17:26
I re-tested the app with "sky" set to 0 (default Q1 style sky box) and the video problem is still the same (actually, it's a bit more persistant).
Again, it's clearly related to FSAA, but I didn't experienced the bug on any other map yet.
Barnak
#314 posted by necros on 2012/04/05 20:52:09
take it up with the quakespasm team, i have no clue what's wrong!
stevenaaus mentioned that the aa thing has bugs.
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