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What - Realistically - Do You Want To See In Quake In 2018??
Let's assume that a full HD but true-to-spirit Quake remake, guaranteed 200 maps, AD 3.0, and PC Gamer cover shots fall under "un-realistic", but there might be other exciting ideas and desires that will come true.

So what do you want?? Map-wise, theme-wise, mod-wise, meta-wise?? Let's get the hype started....
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I would like to revise my answer to:

A single map by me that I actually like which isn't part of any sort of jam or speed scenario.

I'll be happy with that. 
Qmaster 
Quark,what good is that for anymore?

I use Quark4.07 for lots of model additions, may be old but gold for me. 
 
QuArK duplicates all vertices belonging to both front-faced and back-faced triangles. 
I See 
Good for view, not for saving

I miss QuakeWebTools. The dragndrop rocked and worked for viewing sprites and models and exporting skins. What happened to that? 
#329 - It's On Github 
Quake Web Tools
You should be able to run it by yourself. 
Quark 
Another remarkable fact, although nowadays not so important, is that models loaded in quark and saved again tend to incline a lot of size.

What I'm trying to say is, when a model has a size by example 800kb one upload to Quark and saving it again reduces it to 200kb, without noticing changes.

I have no idea why this is so, but it saves some space, especialy with large models. 
Madfox 
Models saved in qME 3.0 contains additional higher-accuracy vertex coordinates (which are ignored by the engine, but are useful when modifying the same model again). Re-saving them in another editor will delete that data.

qME 3.1 changed that behavior, storing the higher-res vertex coordinates in its MDO format only.

There may also be other kinds of extra metadata stored in MDL files. 
Ah 
That explains a lot. Never paid attention to it.
I can't see no difference between both. The grid is rather rough I thought, 512x512. 
 
Quake 2 Stuff, mainly now that we will have the tools and ports to it.

A Tenbebrae Reborn with Quakespasm and vkQuake stuff, or vice versa with vkQ. 
Uncapped Frame Rate 
All I really want is to get an engine like quakespasm to have the ability to use a frame rate higher than 72 without the physics messing up 
#336 
Use QuakeSpasm-Spiked then. 
@A_COCONUT 
Type host_maxfps 0 in Quakespasm-Spiked console to decouple the framerate. More info at 3.1 here 
@dumptruck 
Off hand, that is probably is a bad idea.

You'll get a lot of frame rate variation.

And if you get really high fps, you might overheat your graphics card.

Quakespasm, Quakespasm Spiked and FTE love to overheat with no map running ... (not that DarkPlaces doesn't love this also).

Kicking out tons of frames per second rendering the console over and over again.

Also the above engines if I recall, love to kick out 700 frames per second when the application is hidden or in the background.

In contrast, Mark V throttles down when no map is running or not the active application. No point in rendering an idle console 700 times per second or rendering hundreds of frames per second when the app isn't even active.

/My thoughts 
 
Also the above engines if I recall, love to kick out 700 frames per second when the application is hidden or in the background.

Interesting, that reminds me of when i got my latest computer and began to install old games (from around 1990) and the computer began to overheat, as it happened with several others. Curiously it didn´t happen when they weren´t on fulscreen. 
Host_maxfps 
I set mine to 144 to match my monitor. 
 
@A_COCONUT
If you really want to let it rip, set sys_throttle 0 too, otherwise it'll still idle a little (and thus struggle to go above 800fps iirc).

@Baker
cl_idlefps defaults to 30 in FTE - the equivalent of your selling point for your own engine. if you cleared that cvar then you're getting exactly what you asked for.
DP has cl_maxidlefps. Same behaviour. 
 
Spike, I looked at the code it looks like your intentions are right.

That being said, when FTE is not active app for me, it uses 50% cpu. This laptop is dual-core that is that is the most it could use (100% of one core).

Here is FTE in idle (50% cpu): screenshot

Here is Mark V in idle (9% cpu): screenshot

And right now, my video fan is finally spinning down some after FTE had it screaming.

FTE going idle causes my video fan to go crazy.

FTE operates fine when it is the active application. 
#343 
Windows 9x interface will always be the best.

I'm particularly fond of the Windows Me interface, too bad the underlying OS was crippled. 
 
Also the above engines if I recall, love to kick out 700 frames per second when the application is hidden or in the background.

In contrast, Mark V throttles down when no map is running or not the active application. No point in rendering an idle console 700 times per second or rendering hundreds of frames per second when the app isn't even active.


Oh shit, so that's what that is.

A fix for QS/QSS would be great. I have a laptop, and it will cook itself if I'm not really careful. 
 
My original interest in throttling down came from ORL.

Long ago, he ran a server and was kind of insistent it needed a feature from Ben Jardrup's Quake named sv_sleep or host_sleep or something so that the server used very little cpu. I was shocked by the cpu usage reduction.

(Quakeworld has always had this in the server side to make it use low cpu).

In ProQuake, in one release I enabled it by default as it seemed to be fine in single player and pretty ok in multiplayer.

Multiplayer complaints came rolling in hard and heavy and en mass, especially those using very high fps for smooth lightning gun aim.

So I disabled it. Later I made it only apply when no map was running or if the application was in the background.

GLQuake does have a lesser form of this, so does FitzQuake. But it never made its way over to FitzQuake SDL or later to Quakespasm.

[For other fun, in windowed mode in Quakespasm ... minimize the window ----> BOOM! Also the mouse moves when the window doesn't have focus unlike FitzQuake or GLQuake ... and Quakespasm Spiked ... do "Single Player"->"New Game". Watch while nothing happens.

No one seems to report these things to the engine developers ... a bit curious.] 
 
@Baker
cl_yieldcpu 1

@Kinn/FifthElephant/Cocerello
tbh, just use vsync.
with host_maxfps 0 or so, so that you don't confuse any prediction your driver might be doing, and thus get lower latency from it.
with vsync it might report 100% of a cpu core, but your drivers will be using some fancy low-power instruction to wake up as soon as the gpu pokes it instead of depending upon the operating system's (shoddy) timings (same reason I'm too paranoid to default fte's cl_yieldcpu cvar to 1).

any modern game will have some vsync option in its menus, though old opengl programs might leave it to your drivers to force the setting
which might also be useful for any games that don't allow you to use the swap-tear extension (which can help when drivers guess timings badly if nothing else). 
 
Spike --- no difference. Now this is FTE 5020 from April 2018 +/-.

cl_cpuyield 1 -- screenshot 
@spike - Re-review 
If I set cl_idlefps to 30 and cl_yieldcpu, the cpu usage when FTE isn't the active app is quite good.

screenshot

But cl_idlefps defaults 0 according to the screenshot. Which was the source of my pain and frustration. 
#285 
When I think about this feature, most lighting edits are very localized

Most if my lights are surface lights. Very few of them are very localized. Sunlight and then surface lights coming from light fixtures, liquids and some special textures like teleport destination pads. Maybe the editor should compile the portion in the viewport first and then the rest in background. 
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