Try Disabling Anisotropic Filtering
#3502 posted by ericw on 2018/07/30 00:20:54
gl_texture_anisotropy 1 I think? (can't check easily, on mobile)
Ah, Yes,
#3503 posted by Mugwump on 2018/07/30 00:54:13
it worked. My config was actually saved from a previous install, I suppose one that I used with hi-rez textures and linear_mipmap_linear. Anisotropy was set to 16. Thanks Eric!
I Just Discovered Something Weird...
#3504 posted by Mugwump on 2018/07/30 11:19:17
When you play a demo and press tab to show the stats, the skill displayed is not the one the demo was recorded with but the one selected (or not) by the watcher. Is this normal behavior? It would make a lot more sense to show the actual skill set for the recording.
#3505 posted by Baker on 2018/07/30 15:13:01
Mark V is the only engine that currently can do that it (and has done it for 5 years?). When the skill level changes, it broadcasts a hint. This is stored in the demo because it is part of the network code, so it is displayed during demo playback and cooperative players status bar is updated in real time.
And it is done in a way that non-supporting clients just ignore. (A Spike trick).
Otherwise, it is impossible. A demo does not normally know what skill level is selected. That information is ordinarily lost.
#3506 posted by metlslime on 2018/07/30 18:32:53
good bug though, the scorebar should probably display no skill at all during demo playback, if it is not known.
#3507 posted by R00k on 2018/07/30 23:33:11
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine.
@R00k
#3508 posted by Baker on 2018/07/31 04:31:42
one thing i noticed on older engines is that stuffcmd gets sent to clients when playing demos. may have been fixed in newer engines. i supressed it in mine.
"bf" is a stuffcmd.
You sure want stuffcmds in the demos ;-)
That's just one example, but removing stuffcmd from demos isn't a fix. Yet at the same time, stuffcmd can do toxic things in demos too.
I get what you were wanting to address -- especially a demo where server is sending key binds, but removing stuffcmd from demos isn't how to resolve it. FTE has things sandboxed some. Mark V less than FTE, but views keybinds not done by the user as temporary until disconnect (and that includes demos), and stored in different field that never saves to config.
Resolution
#3509 posted by PRITCHARD on 2018/07/31 16:09:20
Though I must admit i don't typically do this for quake, I play a lot of older games 'pillarboxed' on my widescreen monitor with a 4:3 resolution. Letting users choose things like this is important for edge cases likr that.
Maybe i should try some 4:3 Quake, actually...
@Baker, Whoops My Bad
#3510 posted by R00k on 2018/08/01 11:38:23
"Fixed: Alias commands are not stuffed to the client when watching demos."
i dug back through my whatsnew.txt It's where i was watching some old demos and noticed i had these weird alias commands; cant remember what demo (runequake?) but kinda annoying. Stuffcmd isnt specifically blocked.
``
void Cmd_Alias_f (void)
{
cmdalias_t *a;
char cmd[1024];
int i, c;
char *s,*n;
if (cls.demoplayback)//R00k dont stuff alias commands when watching a demo.
return;
``
trivial.
#3511 posted by Spike on 2018/08/01 15:22:27
aye, aliases in demos is annoying.
as is the engine silently ignoring the alias commands that you're typing simply because there's a demoloop playing in the background...
ignoring aliases completely means that mods that use them to slightly reduce network traffic cause error spam.
urgh, now I have to resist the urge to make a 'trap' demo that uses aliases to prevent any attempt to stop playing that demo.
#3512 posted by R00k on 2018/08/01 18:35:08
Hmmm, I see your point; 'silently' confuses the end user. For example, loading up the game, demo is playing, type exec frikbot.cfg..
"Where's my frikbot aliases?!"...
Mod Sounds Not Playing?
#3513 posted by newb on 2018/08/02 04:48:47
Wanted to make a coop server for ad_sepulcher, got into the same issue as ericw up there: lots of "packet overflow", some sounds weren't playing, etc..
Are there plans on making the unreliable message limit something changeable on the server configuration or something? Elsewise, what could I use to host a coop server reliably? I've never hosted one before, what do you guys use?
@newb
#3514 posted by c0burn on 2018/08/02 08:52:17
Netquake is just not reliable enough for mods like AD. You should turn particles and shell ejection off (read the AD readme for how to do this). You should try playing coop with QuakeSpasm-Spiked, which has improved networking.
Ideally the Quake community should have rallied around the QuakeWorld protocol when the source was released, and backported compatability with the netquake progs. Alas we have a shedload of NQ engines which are pretty useless at multiplayer.
#3515 posted by Spike on 2018/08/02 13:53:42
Yeah, if you want to play AD coop then you really ought to upgrade from QS to QSS.
FTE has all the same networking improvements but I accept that its also much easier to configure wrongly...
DP also has many of the same improvements, but its insistence on float coords combined with its inability to split baselines means that its unable to run ad_sepulcher. Configuring it to use the bjp3 protocol would theoretically work if its support for bjp3 was not buggy.
The vanilla QuakeWorld protocol was quite poo and quite incompatible with NQ, yes it would have been nice to have a single protocol that everything else was compatible with, but really that's just wishful thinking. It would have broken more than it would have solved.
Do note that the FTE stuff I ported over to QSS is not like vanilla quakeworld at all - its more like dpp7. It won't cope with packetloss quite so well, but it will cope MUCH better with massive entity counts, and without requiring serverside translation of QC's writebytes (this is one of the more annoying things I had to add to FTE to get it to run NQ mods properly, and I'm very glad other engines don't need anything equivalent, and no way was I going to add that mess to QSS too).
Misaligned Lumps?
#3516 posted by newb on 2018/08/03 05:13:08
@spike @c0burn:
Thanks for the pointers. I've tried using QSS for the server but the following happens: https://pastebin.com/kc54XVpM. Apparently even with the dedicated flag it still tries to capture mouse? The SDL warning message is repeated constantly, every line omitted is that exact message. Trying to enter ad_sepulcher crashes the clients (both QS and QSS) at the tune of https://pastebin.com/dfK1c4s9, both of the clients outputting this, and they get stuck at the "loading" screen, so I have to kill them. dpkg -l *libsdl* outputs this: https://pastebin.com/4vnHjrNz, so I gather I have installed SDL2 correctly (?). Other maps also output warnings about misaligned lumps but they are playable.
I've found this problem on Ubuntu, if I'm not misremembering 16.04 (not "my" PC), and on a Debian 9, both fairly vanilla installations. The misaligned lumps problem seems separate from the SDL warning (apparently it's just the program trying to grab mouse and keyboard input, but since it's running in -dedicated mode it's pointless), and the former is what I gather is causing these problems, rendering the map unplayable.
I've also tried running the server from QSS (not dedicated, in-game), but a friend couldn't connect either; same misaligned lumps message was seen on his end. This was all using the version downloadable from http://fte.triptohell.info/moodles/qss/, didn't try compiling the latest in the repo nor patching QS with the change @ericw posted. Will probably try tomorrow, if I have the time (but I gather that @ericw's change is undesirable in some way, if I didn't misinterpret @spike's comment, but I can't say I internalized quake's protocol).
#3517 posted by Spike on 2018/08/03 21:51:35
ignore the misaligned lumps. that doesn't affect x86 at all (but is fatal for other cpus).
Sorry about the grabs spam. It seems the linux version still uses SDL1 for some reason, while the win32+SDL2 build doesn't show that there's anything stupid happening. Should just be a problem due to the spam, but yuck, sorry.
I've no idea why its locking up for you.
Obviously its not meant to do that...
@spike
#3518 posted by pampa on 2018/08/08 14:22:12
In the end we ended up playing with ericw's patch for vanilla QS. No issues there.
All in all, that patch was a gateway drug! :P The code is easier to read than I first thought it'd be, so now I'm adding 6DOF. If I'm not mistaken this is something that can't be implemented at a qc level, right? I have but a passing familiarity with quakec, so maybe this could be less client-dependent and I'm not realizing it.
Either way, having much fun with this, keep up the good work.
#3519 posted by Poorchop on 2018/08/09 06:40:04
Any hope for incorporating some of the additions to the Arcane version of Quakespasm/QSS? Like the mod menu.
#3520 posted by Baker on 2018/08/09 06:50:05
So is pampa the anon mystery guy that wrote the 6DOF version of FitzQuake several years ago and then Spike added the modification to FTE?
@Baker
#3521 posted by pampa on 2018/08/09 23:47:22
Huh, seems someone stole my idea and went back in time, right? :P
I wasn't aware such a thing had been done before, but will def. check up on it.
#3522 posted by Baker on 2018/08/10 00:04:50
https://www.youtube.com/watch?v=w8aUI9flEvc
https://www.youtube.com/watch?v=djb-KVxcih4
The source code was on the dead Google repo, but as I understand it there is often some way to find it using the URL and some ingenuity.
Dead source link: https://sites.google.com/site/quakeconfig/6dof-quake
#3523 posted by Qmaster on 2018/08/10 01:19:07
Trippy, but man that guy plays slowly.
Quakespasm Crashing On New Laptop ;~;
#3524 posted by therektafire on 2018/08/13 01:36:43
So I just switched my quake dev folder over to my new laptop and it has apparently decided it doesn't want to run :( I am using v0.93 on Windows 10 Home 64 bit btw. Here is some info about the error I got from event viewer
Faulting application name: quakespasm.exe, version: 0.0.0.0, time stamp: 0x5a1299a0
Faulting module name: ig9icd64.dll, version: 23.20.16.4973, time stamp: 0x5a96b1e5
Exception code: 0xc0000005
Fault offset: 0x0000000000196be5
Faulting process id: 0x2c2c
Neither the normal or SDL version work. Is there a newer version I can try? This will be somewhat of a hindrance when it comes to testing my maps in the future if I can't run them in the first place...
.
#3525 posted by therektafire on 2018/08/13 01:41:37
And here is a stdout console dump from the SDL version, there doesn't seem to be anything wrong with it but maybe you can find something?
Found SDL version 1.2.15
Detected 2 CPUs.
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 0.93.0 (c) Ozkan Sezer, Eric Wasylishen & others
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
WIPX_OpenSocket: Address family not supported by protocol family
WIPX_Init: Unable to open control socket, IPX disabled
Server using protocol 666 (FitzQuake)
Exe: 11:56:35 Nov 20 2017
256.0 megabyte heap
Video mode 640x480x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: Intel
GL_RENDERER: Intel(R) UHD Graphics 600
GL_VERSION: 4.5.0 - Build 23.20.16.4973
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_SWAP_CONTROL
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: dsound, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using E:\)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
FITZQUAKE 0.85 SERVER (51103 CRC)
Introduction
Using protocol 666
Couldn't find a cdrip for track 4
jl entered the game
#3526 posted by ericw on 2018/08/13 02:10:49
This came up in google when I searched for that dll: https://communities.intel.com/thread/125368
Try updating your intel graphics driver.
Also 0.93.0 is not the latest version of QS (it still shouldn't crash, but might as well update to 0.93.1)
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