Although Actually ... If It Is One Frame Behind ... Here ...
#3377 posted by Baker on 2018/04/22 22:45:10
Although ...
If the issue is "one frame behind" ...
Quakespasm source ...
scr_drawdialog = true;
SCR_UpdateScreen (); <---- I don't draw twice!
scr_drawdialog = false;
...
do {
..
while }
If the stream expects double buffering, it isn't getting it in SCR_ModalMessage.
The test for a solution would be doubling it up ...
scr_drawdialog = true;
SCR_UpdateScreen ();
SCR_UpdateScreen (); // Double buffer it.
scr_drawdialog = false;
(My first reply was on gut instinct about the event queue/not having a normal frame ... because I've experienced a fair number of headaches before due the blocking dialog so I had the blocking dialed in as public nuisance.
But gut instincts aren't always right ...
and although I've run into instances of the blocking dialog not drawing specifically because it is blocking .... may not mean anything at all in this situation ...)
#3378 posted by Spike on 2018/04/23 02:41:49
not all systems even support explicit *SwapBuffer calls.
Eg, webgl takes away control of your main loop, redrawning only when your redraw function returns.
There's other systems that do the same sort of thing, including Android's GLSurfaceView or MacOS's cocoa api.
Plus there are drivers that violate the GL spec and force triple-buffering, so you're never sure how many swaps you actually need to make to ensure that its actually swapped.
As a result, its imho easier to just keep redrawing the screen regardless (which is required on many systems anyway, where the system doesn't repaint unless the app explicitly does so - like windows).
But its best to avoid modal things entirely. Sometimes you don't really have a choice though (like QC debugging).
Regarding video capture, the recording program probably set up some code injection that copies the backbuffer to a pbo (or a compute shader) before the swap. Such things generally check the response the frame after that, which avoids forcing the cpu to sync with the gpu. This requires a couple more swaps before the data is available to encode, which of course makes loading screens really messy.
Hurrah for threads!...
GNU/GPLv2 Question
#3379 posted by nemo on 2018/05/18 12:45:40
Am I allowed to sell a mod on steam, using quakespasm engine ? I need some guidance with GNU/GPLv2.
#3380 posted by Baker on 2018/05/18 22:05:22
Here is an example of someone selling something on Steam using a Quake engine: https://store.steampowered.com/app/793670/The_Wastes/
Here is a mod on Steam for Half-Life: https://store.steampowered.com/app/225840/Sven_Coop/
The engine source code license agreement does not have much to do with any of this.
#3381 posted by nemo on 2018/05/19 01:07:05
As long as I give credits to quakespasm creators, and if the mod doesn't include quake materials (models, textures, sounds...) it's ok ?
#3382 posted by Baker on 2018/05/19 02:42:56
You should read this: https://partner.steamgames.com/steamdirect
But then also ask the question: are there people who are going to pay for a Quake map/mod in 2018?
Probably not.
#3383 posted by nemo on 2018/05/19 04:13:49
It's not about the engine, but the vibe (Thirty Flights of Loving, DUSK...)
Thank you for the link.
#3384 posted by Baker on 2018/05/19 04:36:58
In the mapping help thread, you asked about WAD3 (Half Life 1 texture format).
FTE is the engine used in the first link I gave you ( to the best of my knowledge) and it supports the Half Life 1 map format, which is like basically Quake map format except for the texture format is different which is why J.A.C.K. can easily do both Quake and Half-Life 1 maps.
I mention that because you referenced something with tons of color, and it is basically impossible in Quake because of the color count restrictions.
#3385 posted by anonymous user on 2018/05/19 13:18:37
I stick with Quakespasm. Quake palette haven't much "blue" colors, right. I haven't yet looked into customizing palette.lmp
Do ya know PixaTool ?
#3386 posted by THK on 2018/05/21 14:03:12
Is there any way to smooth out jerky monster movement while they ride platforms or elevators?
Suggestion: Autocomplete On Load Game
#3387 posted by Kinn on 2018/05/22 15:17:38
I tend to store a ton of savegames with crazy names. I really like how the "map" command has auto-complete on the mapname.
Might it be possible to do a similar autocomplete on the "load" command for the savegame names?
#3388 posted by Kinn on 2018/05/22 15:46:53
just a brainfart, not terribly important of course
QSS Frame-rate Fix?
Are there plans to add Spike's frame-rate/physics fix to QS any time soon?
I'm just curious as I've found that it has fixed my issue with intermittent stuttering on my 144Hz monitor. :)
Yes
#3391 posted by ericw on 2018/05/25 18:59:13
QS has been on the backburner for me, but when I get back to it that is something I want to add.
Great Stuff!
It's kinda surprising that Spike's 'little' breakthrough hasn't caused a bit more excitement. I suppose that's to be expected in such a small community. :)
#3393 posted by Spike on 2018/05/25 21:59:59
that and that anyone who actually cared already had a choice of other engines that already had fixes for it.
#3394 posted by Axel on 2018/05/28 21:24:12
I implemented compute shader water warp (one pass) in vkQuake. Feel free to steal it, can easily be translated to a fragment shader with a triangle over the texture.
#3395 posted by anonymous user on 2018/05/30 12:26:14
I have troubles running "Eargasm" mod for Quakespasm. It seems the engine doesn't accept the new wav files, at least some of them.
For instance :
guncock.wav is played in the engine, but it seems to be filtered/emulated in 11025hz/8bit.
buzz1.wav isn't played at all (I've checked with the command "snd_show 1", the engine doesn't play the sound at all).
I tried x86 and x64 Quakespasm.
I tried to re-encode the files using different wav format settings.
Latest Quakespasm update : 20th Nov 2017.
Eargasm was released on 16th Dec 2017.
Would it be possible to make an update ?
https://www.moddb.com/mods/quake-eargasm/downloads/quake-eargasm
>moddb
#3396 posted by anonymous user on 2018/05/30 12:59:04
says it all.
#3397 posted by Makr0n on 2018/05/30 18:38:52
Suggestion: Add option to disable auto weapon switch on pickup
Makr0n
#3398 posted by Kinn on 2018/05/30 19:15:35
That's the realm of QuakeC, and not something that can be done in engine without the hideousest of hacklets.
#3395
Not sure if this helps but all non-music sounds must be mono in Quakespasm. Maybe there are some stereo files in that pack designed for use with other less compatible Quake engines.
Really?
#3400 posted by Qmaster on 2018/05/30 20:30:36
That explains why some of my sounds from a few mods fail in game.
@qmaster
As far as my tests this is the case with QS. I don't have a PC at work today so I can't confirm. But as I see in the DP docs stereo support is mentioned. "Stereo sound file support (useful for cd tracks)" I'm assuming that this was added, some mods were created with stereo files that break compatibility with Fitz variants. Which mods are messed up? I'd like to pursue this further and if you want I can mix the tracks down to mono for you.
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