Thanks Mh
#3557 posted by ericw on 2018/08/16 21:09:43
Good to have confirmation that the latest intel driver doesn't crash for you.
Still at a loss as to why the QS OpenGL 2.0 renderer isn't working for therektafire. Could be we're doing something unusual that triggers a driver bug with his specific hardware (UHD 600 vs your UHD 620).
also thanks for the reminder about the "optimal resolution" thing, now that you mention it, I remember seeing that as well.
Pardon My Noobness But...
#3558 posted by Mugwump on 2018/08/17 01:31:44
could it be possible that another program like TB messed with something? I know TB's min. OpenGL requirement is 2.1...
@mugwump
Well TB runs surprisingly smoothly on it all things considered, at least with the smaller maps I've given it so far. There aren't any errors with it or Wally or any other quake related app tat I've tried so far. Also the hd 600 supports opengl 4.5 so I don't see what the requirement of opengl 2.1 would have to do with anything unless you are implying that it changed some driver setting? Does/can it do that? If so that's kind of problematic since it shouldn't exactly be doing that to begin with...
I Was Replying To Ericw
#3560 posted by Mugwump on 2018/08/17 17:59:24
<Q>Still at a loss as to why the QS OpenGL 2.0 renderer isn't working for therektafire.
Oops, Borked The Quote Tag...
#3561 posted by Mugwump on 2018/08/17 18:00:25
Antialiasing
#3562 posted by Karras on 2018/08/23 01:50:18
Antialiasing is not working for me.I try FSAA command and its not working.What am i doing wrong?
IPv6 Support
#3563 posted by manwithnoname22 on 2018/10/08 01:22:07
Little confused about something: does Quakespasm (as of 0.93.1) now have IPv6 support or not? I saw an earlier post (#3469) here of a condump that had it enabled.
#3564 posted by ericw on 2018/10/08 01:59:41
No. That was probably a condump from Quakespasm-Spiked which does:
http://triptohell.info/moodles/qss/
Feature Request
#3565 posted by Qmaster on 2018/10/15 02:01:31
Increase MAX_GLTEXTURES from 4096 to 8192. Or have a command line similar to -heapsize, like maybe -texsize to force the larger texture bank alloc.
It seems I found a new hard limit and can't add anything with a new texture, sprite, model, or otherwise.
Lost Time Calculation
#3566 posted by anonymous user on 2018/12/05 04:45:21
I Need Some Help...
#3567 posted by generic on 2018/12/14 00:19:12
What can I do to make Bal's beautiful Xmas map not look like a slideshow on my laptop. Thoughts?
Try disabling the extra particles added by AD.
Sure Thing.
#3569 posted by generic on 2018/12/14 01:21:27
How to?
Readme.txt
@generic
Besides the readme there should be a quake.rc file included in the mod. If you take a look there you can disable features that affect the framerate there as well.
#3572 posted by jakob on 2018/12/14 20:30:17
Hey, I'm having some pretty nasty audio stuttering issues on 0.93.1 on GNU/Linux. I've tried compiling from source with and without SDL2, as well as the amd64 builds on SF, but they all have the same problem. Game runs fine otherwise. I'm on Gentoo. Any ideas?
Command line: quakespasm
Found SDL version 2.0.8
Detected 8 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 0.93.1 (c) Ozkan Sezer, Eric Wasylishen & others
Host_Init
Playing registered version.
Console initialized.
UDP_Init: gethostbyname failed (Unknown host)
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 13:41:52 Dec 14 2018
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: nouveau
GL_RENDERER: NV117
GL_VERSION: 3.1 Mesa 18.2.5
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
Sound Initialization
SDL audio spec : 44100 Hz, 1024 samples, 2 channels
SDL audio driver: alsa - HDA Intel PCH, ALC3239 Analog, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
CDAudio disabled at compile time
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Shutting down SDL sound
#3573 posted by Qmaster on 2018/12/15 04:39:36
Any luck with increasing the MAX_GLTEXTURES limit? Not sure if anyone's looked yet or if it is pretty embedded.
#3574 posted by jakob on 2018/12/15 14:07:04
Alright, explicitly specifying a 'buffer_size' in my /etc/asound.conf seems to have fixed my audio issues.
#3575 posted by mh on 2018/12/15 20:25:44
MAX_GLTEXTURES is just a define, but I find it difficult to believe that you're genuinely using over 4000 textures. There must be a problem somewhere else with your content that's falsely triggering this.
#3576 posted by Qmaster on 2018/12/17 13:46:17
It's in my asset-library/feature-test map. Is it a memory limit on level load? Because if I add more unique stuff, it exits to console on map load. Not sure if there is a workaround where I could reference .mdl's or .spr files with text but only load them when the player enters the room and unload them when exiting...I'd prefer not to use killtarget but that might be my only reliable option to limit the textures loaded in memory. Or am I misunderstanding how that define is used?
#3577 posted by mh on 2018/12/17 18:09:29
This I guess depends on your content.
Each .spr frame is a unique texture.
Each .mdl skin is a unique texture.
With, I guess, some extreme cases, it probably is possible to overflow a 4k texture limit; say if you have some sprites with 256 frames each - 16 of those would overflow.
So I suppose you'll need to talk a little bit more about what kind of content you have, because 256-frame sprites seems a pretty extreme example.
#3578 posted by Qmaster on 2018/12/17 18:28:21
I have a hall of effects with about a hundred looping sprites to show what kind of effects are possible, a hall of items, hall of enemies, etc. I have no doubt that I'm using every bit of 3999 textures at the moment. If I add one more sprite or one more model it gives me that error. Some sprites have frames up into the 90's, can't recall if any are close to 256.
Do textures repeat...e.g if I have two different types of ogre models but the skin is the exact same on each does ot still count as 2? (I assume yes)
I may have to settle for scrapping my hall of effects :(
#3579 posted by Qmaster on 2018/12/17 18:29:29
Oh also, do textures loaded from the bsp count too?
#3580 posted by metlslime on 2018/12/17 19:59:29
image loaded from a file is a separate texture even if the pixels are the same. So your two ogre skins would be counted as 2.
#3581 posted by metlslime on 2018/12/17 20:01:00
P.S. if you want a list of those 3999 images, type the "imagelist" command in the console. The names listed should give an indicator of the source of each image.
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