@ericw
#3469 posted by A_COC0NUT on 2018/07/14 20:56:25
adding -noglsl to the command line does fix it but it still refuses to start a new game.
here is the condump without the -noglsl thanks for the quick help
IPv4 UDP Initialized
IPv6 UDP Initialized
WIPX_OpenSocket: Address family not
supported by protocol family
WIPX_Init: Unable to open control
socket, IPX disabled
Exe: 11:02:38 Jun 3 2018
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit
z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 530
GL_VERSION: 4.4.0 - Build
20.19.15.4549
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
Intel Display Adapter detected,
enabling gl_clear
Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: directsound - Speakers / Headphones +SSE3 (Realtek Audio)
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
]condump
@ericw I Think I Fixed It
#3470 posted by A_COC0NUT on 2018/07/14 21:39:24
Since -noglsl fixed it I decided to test out the uncoupled frame rate that spike offers and noticed in the condump that it was using the intel integrated graphics so I went into the nvidia control panel and forced it to use the 1070 I have and now it looks fine and launches a new game gust fine, even without -noglsl. Thanks for the help and I'll provide any additional info I can to fix the intel graphics if you want.
Thanks For The Info!
#3471 posted by ericw on 2018/07/14 22:00:18
That helps, I'll see if I can reproduce on a system with Intel graphics
Quakespasm 0.93.1 Bugs And Suggestions
#3472 posted by ranger on 2018/07/15 06:29:57
What is the particle limit currently set at?
For the "teleport-in without particle effects", Are you certain it's a map issue? For example, sometimes when a group of monsters tele-in, only one or two will have the particle effect, while the rest only play the tele sound
bugs
-
When going up, on an elevator, sometimes the player 'sinks into it' then 'pops out', even multiple times in longer rides. Especially if you look up while the elevator is going up
Delete Video Modes. Zdooms Doing It
#3473 posted by anonymous user on 2018/07/22 23:35:43
People Seem Reaaaal Happy About That Change
#3474 posted by PRITCHARD on 2018/07/23 00:31:12
#3475 posted by Baker on 2018/07/23 06:42:50
Mark V and FTE you can resize the window on the fly.
FTE has had the ability for a decade.
Note: It is NOT easy to implement at all. Especially with the FitzQuake canvas system for several different reasons.
Plus since FitzQuake never had doesn't have screen-resolution independent settings, it would look exceptionally stupidly trying to do it ... unless you code screen-resolution independent settings in. Which is also a metric ton of work.
And you have to be able to handle unusual FOV situations and unusual aspect ratios (with these, you must pad!). Mark V and FTE can do this only because of screen resizing. Yet even more fun ...
(I enjoying taking concepts that Spike does and trying to take the concept a little further than Spike did, mostly because I think it entertains Spike a little. Plus most of Spike's user interface have been refreshing in a world chalked full of the dull ..)
#3476 posted by mh on 2018/07/23 10:29:02
What is the particle limit currently set at?
There shouldn't be a particle limit at all in 2018.
This made sense in 1996 when Quake had to run on an MS-DOS PC with 8mb of RAM. In 2018 I don't see any reason for it.
So if free_particles runs out engines should just Hunk_Alloc another bunch of them and eventually everything will settle down at the highest number that the map needs without any artificially imposed constraints.
#3477 posted by muk on 2018/07/26 05:38:47
Id love to see screenshots take the "message" field (name) of the map to use for naming rather than spasmXXX.png.
#3478 posted by muk on 2018/07/26 05:41:22
errrrr...
a more reasonable idea would be to use the file name of the currently loaded bsp, but at any rate, ditching the spasmXXX.png naming scheme sounds like a good idea to me.
Speaking Of Names
#3479 posted by Kinn on 2018/07/26 08:34:38
longshot but thought i'd just check first...is there an option to suppress the (filename) display when you press Tab whilst playing?
e.g. so player just sees
"The Mouldy Castle of Mould"
instead of
"The Mouldy Castle of Mould (qmouldy014_final_final_rev03)"
Run QS with the -fitz command line.
Cool
#3481 posted by Kinn on 2018/07/26 10:03:17
What other things does -fitz change from 'spasm?
#3482 posted by Kinn on 2018/07/26 10:12:41
ok i found i think the only place where this is documented:
#3309 posted by mh on 2018/03/23 11:33:29
Going through the source code, the exact and only differences -fitz applies are:
- Don't load the custom quakespasm.pak
- Run the normal demo loop (QS otherwise goes straight to the menus at startup).
- Pop up the Quit prompt (QS otherwise just quits immediately).
- Revert some changes to the solo scoreboard layout.
Would be cool to add this info to the QuakeSpasm documentation.
Bah
#3483 posted by Kinn on 2018/07/26 10:17:19
not sure about this because I still kinda want the first 3 things -fitz turns off, but not the 4th thing :/
first world quake problems.txt
Hmm
On second thought, that won't fix it. I saw the linebreak and my mind instantly thought of the difference in the bottom row of the sbar, but that was just func's doing.
Probably Overthinking This
#3485 posted by Kinn on 2018/07/26 10:56:34
but maybe it's time to deprecate -fitz, and just have commands you can throw into a config file to restore old behaviours individually, such as the Quit prompt, the original sbar info etc.
#3486 posted by mh on 2018/07/26 21:11:50
The PAK file is loaded before the configs run (all PAK files are, and if you think about it that makes sense because a PAK file might contain config files). I guess the game-changing code could be tweaked to handle it.
#3487 posted by Poorchop on 2018/07/26 21:47:16
It would be nice to have a separate cvar for the quit prompt just for the classic feel but you can already get the original sbar by setting the sbar alpha to 1 I believe. Isn't there also a startdemo option for enabling the normal demo loop?
#3488 posted by mh on 2018/07/26 23:12:33
What I did years ago was pop up the prompt if you quit from the menus but suppressed it if you quit from the console. That may be default Quake behaviour and I may be misremembering if it was a reversion from a prior change or not.
The intent is that if you quit from the console you almost definitely want to quit, whereas if you quit from the menu it might be a slip of the finger on the keyboard.
Another possibility might be to suppress the quit prompt if you've recently saved, otherwise pop it up. The intent here is that if you've not recently saved you may wish to before quitting.
Of course this all falls down because there will always be someone who will say that they don't want the prompt under any circumstances.
#3489 posted by Qmaster on 2018/07/26 23:33:15
In which case....cvar ftw.
#3490 posted by Poorchop on 2018/07/27 02:19:45
Other ports list the current and default values for cvars when typing them in console. Would it be possible to add this feature to Quakespasm?
#3491 posted by iriyap on 2018/07/27 15:15:48
I've lost count how many times I accidentally quit QuakeSpasm when trying to quick load. F9 and F10 are just so close together.
Unbind F10
#3492 posted by spy on 2018/07/27 16:30:05
Poorchop
#3493 posted by Kinn on 2018/07/27 18:21:15
you can already get the original sbar by setting the sbar alpha to 1 I believe
I'm talking about not showing the map filename (which is basically dev info) in game, which I don't think has anything to do with your suggestion.
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