#376 posted by mh on 2012/07/17 12:52:55
The big problem with extending the string buffer size for PF_VarString is that it has knock-on effects in so many other places. You know the "you got 10 shells" message - that comes from PF_VarString. As does "this hall selects hard skill", "player exited the level" and so many other things.
So if you extend the PF_VarString buffer then you've got to go extend every other buffer that relies on it - including the network message buffers as PF_VarString result go over the network too. And they're restricted to 1400 bytes or you'll get packet fragmentation. Maybe for the purposes of your mod you don't particularly care about MP, but be certain that the QS guys do, and they're aiming for the general case.
So ask yourself: "is my mod really that awesome that I'm willing to break the rest of Quake for it?"
Sock:
#377 posted by szo on 2012/07/17 12:55:15
As mentioned in msg #362, PF_VarString() buffer has been increased from 256 to 384 in the svn (i.e. the development version.) If even that much isn't enough for you then, well, what you're doing is utterly broken.
Szo:
#378 posted by sock on 2012/07/17 16:51:59
Thanks :) Is there anyway to suppress the constant warning message to developer only? I am assuming the engine is truncating the string so does it need to be a constant warning message?
Sock:
#379 posted by szo on 2012/07/17 17:00:26
The message is reminding that the content is misbehaving, so I guess it should be always on for truncation, but *maybe* we change the "exceeds standard limit of 255" warning (where there is no truncation yet) to developer mode.
Szo:
#380 posted by sock on 2012/07/17 17:15:47
I don't mind if the string is truncated, I understand you want limits on the engine, but the console just constantly fills up with the same message over and over. Can the engine just display the message once or just produce a warning for developer mode and truncate the string?
Quakespasm Grappling Hook Mod
#381 posted by egre on 2012/07/22 04:50:24
I found a couple of grappling hook mods, and tried them out, and they don't work. It doesn't crash the executable, but it doesn't throw any errors, either. As a matter of fact, there is no information I could provide to you guys regarding. Anybody have any clue how to get a grap mod working?
@egre
#382 posted by Baker on 2012/07/22 05:22:51
If you want to help the Quakespasm guys, provide a direct link to a download of a mod that doesn't work with Quakespasm.
They don't know what mod doesn't work. But you do. Save the developers time by providing complete information.
Egre:
#383 posted by ericw on 2012/07/22 05:58:40
I just tried: http://www.quaddicted.com/files/idgames2/quakec/weapons/grap109b.zip
and it seems to work fine. Haha, brings back memories of trying this in '97 or so.
Put the pak0.pak in quake/grap109b, launch with "-game grap109b", and once in-game, press "1" (i.e. select your axe) twice to activate it.
@ericw RE: Quakespasm Grappling Hook Mod
#384 posted by egre on 2012/07/23 00:50:00
I've been looking for the grap109b mod for some years now. It was one of my favorites and I couldn't remember the name of it. The mod works perfectly. Thanks for the link.
NAT Issue On 0.85.7 Under Debian Squeeze
#385 posted by egre on 2012/07/23 11:57:39
I am having troubles with NAT and IP binding. I have tried to get quakespasm to bind to a specific IP address and it still shows as bound to 0.0.0.0. The machine I have it running on as a dedicated is also my gateway, so it has multiple addresses and adapters. I really would like it to bind to my internal IP address, then I can port forward from the public IP to the internal. Is there a fix for this? Is this possible with the code as it exists right now?
Here is command line:
quakespasm -ip 192.168.x.x -dedicated 16 -game grappling +exec xxxxxxxx.cfg
RE: NAT Issue On 0.85.7 Under Debian Squeeze
#386 posted by egre on 2012/07/23 12:15:15
Here's the client log output
http://pastebin.com/uSy5r5cb
Port 26000 UDP is assigned by me.
Port 60982 UDP is randomly assigned each time the program executes.
I see nothing in the documentation regarding a second UDP port being configured or configurable. If someone could clue me in, I'd be very grateful.
Thanks in advance.
RE: NAT Issue On 0.85.7 Under Debian Squeeze
#387 posted by egre on 2012/07/23 13:05:02
Here's some more on the UDP port assigns:
http://pastebin.com/sr3LH8Qu
I get where the 26000 is assigned, but why the other port number? Why is it random each time?
OpenBSD
#388 posted by LeopolD on 2012/07/23 18:58:12
Just compiled it on OpenBSD, runs fine, awesome.
However the Makefile failed at detecting the os, had to set it to OpenBSD by hand, after that everything was good:)
#389 posted by AAS on 2012/08/04 07:38:00
Any thoughts about crashing on OS X 10.8?
Crash log: http://pastebin.com/wz1M1Mcb
#390 posted by anonymous user on 2012/08/04 12:04:22
Hmmm - it can't find libltdl.7.dylib
It'd be better if we'd linked to libltdl.dylib. Try something like
sudo bash
cd /usr/lib
ln -s libltdl.dylib libltdl.7.dylib
#391 posted by anonymous user on 2012/08/04 12:23:53
Actually, it seems libltdl is indirectly linked ... So maybe it's a mountain lion issue
Use "otool -L libmpg123.dylib" to follow the library dependancies
#392 posted by AAS on 2012/08/04 13:21:39
Thanks for the reply. Making symlink didn't solve the problem (there are not any libltdl* files in /usr/lib/).
Here is an otool output:
libmpg123.dylib:
@executable_path/../Resources/libmpg123.dylib (compatibility version 26.0.0, current version 26.0.0)
/usr/lib/libltdl.7.dylib (compatibility version 9.0.0, current version 9.2.0)
/usr/lib/libmx.A.dylib (compatibility version 1.0.0, current version 315.0.0)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 125.2.1)
#393 posted by anonymous user on 2012/08/05 02:22:40
Yes - it appears libltdl has changed or something... but can't sort it out for myself. Apple are getting pretty aggressive with their OS upgrades at the moment. Lion was the shortest lived OSX ever. ... I might stick with snow leopard till there's a reason to upgrade.
Perhaps try this ?
On 10.8 I solved this issue with:
brew install libtool
brew link libtool
https://github.com/mxcl/homebrew
#394 posted by AAS on 2012/08/05 08:42:44
Thank you, now it is works.
Already had homebrew installed but didn't realize that I could install missing lib myself :)
V0.85.8
#395 posted by szo on 2012/10/08 10:33:56
Version 0.85.8 of QuakeSpasm is released:
* Made Quake shareware 1.00 and 1.01 versions to be recognized properly.
* Fixed control-character handling in unicode mode. Keyboard input tweaks.
* Made the keypad keys to send separate key events in game mode.
* Text pasting support from OS clipboard to console. (Windows and Mac OS X.)
* Support for the Apple (Command) key on Mac OS X.
* Fixed increased (more than 32) dynamic lights.
* Music playback: Made sure that the file's channels count is supported.
* Support for Solaris.
* Switched to using libmad instead of libmpg123 for MP3 playback on Mac OS X.
* Better support for building the Mac OS X version using a makefile, support for cross-compiling on Linux.
* Fixed a minor intermissions glitch.
* Increased string buffer size from 256 to 384 for PF_VarString to work around broken mods such as UQC.
* Restored original behavior for Quake registered version detection.
* Minor demo recording/playback tweaks.
* Minor tweaks to the scale menu option.
* unbindall before loading stored bindings (configurable by new cvar cfg_unbindall, enabled by default.)
* New icon.
* Miscellaneous source code cleanups.
FSAA ?
#396 posted by Barnak on 2012/10/16 23:14:39
And what about support for FSAA (antialiasing) on OS X ?
And what about the command-H option to switch the app into background, as in Quake3 ?
Gl_affinemodels
#397 posted by TempesT on 2012/10/17 00:26:26
I have searched google trying to figure out what this command does, but have found contradicting answers. I'm making a high quality config that will render quake to look the best that it possibly can. I know that it has to deal with perspective correction on player models, but I don't know which value will effect this change. I want the models to have maximum quality so what should gl_affinemodels be set as? 1 or 0?
I Looked At The Code.
#398 posted by czg on 2012/10/17 00:42:43
0
W00t
#399 posted by TempesT on 2012/10/17 01:31:18
Thank you very much czg.
Gl_affinemodels
#400 posted by mh on 2012/10/18 02:46:46
(Theoretically) enables or disables perspective-correct texturing for MDLs. Set to 1 to disable perspective-correction, 0 to enable it.
See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness for an example of what effect perspective-correct terturing can have.
So, enabling it (gl_affinemodels 0) can be better quality but at a performance loss; disabling it (gl_affinemodels 1) better performance but at a quality loss.
Important note coming up.
This is a HINT. That means you're telling the driver "this is the setting I'd prefer if you can do it but I'm not going to lose sleep over it if you can't"; as in - drivers are not obliged to obey hints; some may ignore them completely and give you performance or quality depending on their own internal settings (and possibly driver control panel settings).
See http://www.opengl.org/sdk/docs/man/xhtml/glHint.xml for more.
So for a preference for quality set it to 0, but don't depend on that having any effect and don't get annoyed or waste time figuring why it's not working if it doesn't work.
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