#421 posted by Spirit on 2012/12/10 17:19:09
Yeah
same here. Relevant portion of stack trace:
0 libsystem_kernel.dylib 0x00007fff895ad212 __pthread_kill + 10
1 libsystem_c.dylib 0x00007fff91413af4 pthread_kill + 90
2 libsystem_c.dylib 0x00007fff91457e9e __abort + 159
3 libsystem_c.dylib 0x00007fff9141971d __chk_fail + 35
4 libsystem_c.dylib 0x00007fff914198f8 __sprintf_chk + 201
5 net.sf.quakespasm.QuakeSpasm 0x000000010004e9da PR_UglyValueString + 170
6 net.sf.quakespasm.QuakeSpasm 0x000000010004f3e2 ED_WriteGlobals + 194
7 net.sf.quakespasm.QuakeSpasm 0x000000010004a0b9 Host_Savegame_f + 761
8 net.sf.quakespasm.QuakeSpasm 0x00000001000402b4 Cbuf_Execute + 196
9 net.sf.quakespasm.QuakeSpasm 0x0000000100044682 _Host_Frame + 82
10 net.sf.quakespasm.QuakeSpasm 0x000000010005dd85 SDL_main + 549
@Spirit, @SleepwalkR
#423 posted by szo on 2012/12/11 11:14:31
Save crash should now be fixed in the svn as of rev. 791.
What is your command line ?
Can't you save game at all ? I can't reproduce this.
Ta Oz
Interesting looking mod :)
@stevenaaus
#426 posted by szo on 2012/12/11 11:43:25
Not dependent on command line, depends on compiler. The crash was due to long global strings from the progs not fitting into an 256 chars long array (a stupid sprintf crash.) Grep your saves for "STORY_??" and see.
http://quakespasm.svn.sourceforge.net/viewvc/quakespasm?view=revision&revision=791
Re: Traceline Crash When Using Player Lightning Hack
#427 posted by negke on 2012/12/26 18:40:11
You said it was a QC error in my dev progs, but it's definitely a bug in the Quakespasm code. I just tested my new map in several other mods (including ID1 1.01) and it's reproducable in all of them, albeit not at every instance of the hack. No other source ports have a problem with it.
I also noticed a slightly teleporter and monsterjump behavior in comparison to Fitz085. Monsters teleported into a monsterjump trigger that worked fine in Fitz would either be kind of pushed out of the teleport destination and miss the trigger, or not be pushed in the same way (speed/height). This may or may not have to do with the fact the jump triggers are point entities using the bounds of another ent. I didn't examine this behavior in detail, though, just adjusted the entities until it worked in both ports.
Soundtrack Music Sounds Fuzzy/muffled?
#428 posted by Joel B on 2013/01/13 17:50:52
I'm wondering if this is a known issue or if there are some relevant console settings I could tweak.
I've ripped my Quake CD to OGG and MP3 forms. When the soundtrack files are played using DarkPlaces, Fitzquake Mark V, or DirectQ, they sound "right". With QuakeSpasm though they don't.
My usual test track is the first one ("Aftermath") that plays during the intro demo as well as on DM4. In the "DA NA NA - DA NA NA NA" hits, correct playback has some high frequencies in there that give those hits some prickly edges, but in QuakeSpasm they just sound kindy sludgey.
Re: Soundtrack Music Sounds Fuzzy/muffled?
#429 posted by svdijk on 2013/01/13 20:19:16
That's because the tracks are downsampled to 11025 Hz by default. With "-sndspeed 44100" they'll sound as expected.
#430 posted by Joel B on 2013/01/13 22:01:57
Thanks!
I've also run across the sndspeed "controversy" in the Fitzquake Mark V thread now.
+Some Features For Anyone Interested ...
#431 posted by Baker on 2013/04/11 12:45:51
(Source only ..)
After making sure I was aware of all the Quakespasm changes, I carefully added a few Mark V features that I really miss when using Quakespasm on my Macs.
10 changed source files which go in Quake folder of Quakespasm source OR ... alternatively changes .diff file
The diff changes the version to "0.85.9" just so I could be certain that I was using the right one during testing.
Dynamic light speedup, record demo at any time, widescreen correction (as far as I know Quakespasm doesn't have this), and making the gun the same size regardless of the fov.
#432 posted by erc on 2013/04/11 16:29:11
...making the gun the same size regardless of the fov.
This. I guess this feature should be implemented in all engines currently active - at least as a cvar. Nice thought.
Is That MH's Fix?
#433 posted by RickyT33 on 2013/04/11 16:34:31
Gun Size
r_gunangle
or
r_viewmodelfov
Usually does the trick... mine is set to this in the autoexec.cfg -
r_gunangle 2
or
r_viewmodelfov 110
@FifthElephant
#435 posted by erc on 2013/04/11 17:18:20
I have just tried the cvars you suggested in the latest QuakeSpasm... to no avail. They are sadly unrecognized.
I Thought Maybe QS...
may have been forked from Fitz or something. :-/
@Baker
#437 posted by szo on 2013/04/11 22:32:21
Please try the svn version: we might be releasing a 0.85.9 soon(ish). Source snapshot and pre-built binaries are temporarily at: http://quakespasm.sourceforge.net/devel/
I'll Do That
#438 posted by Baker on 2013/04/12 04:04:53
I have to say, after reviewing your code changes in detail super-detailed review of Quakespasm changes, I think Quakespasm with all things considered is the best Quake engine ever top to bottom measured by platform interoperability, project structure, debugging and convenience.
@szo ...
#439 posted by Baker on 2013/04/12 05:03:36
I just looked over the changes between 8 and 9 and something MH would say goes like this:
You have IN_Activate and IN_Deactivate referenced everywhere, but really you should just check that in one place in the source once per frame.
Not that I've actually conquered this myself ... yet. Spike would recommend a Q3-like message queue (don't handle SDL messages immediately, queue them --- then handle once per frame --- so you have a single point of evaluation per frame and one place it happens).
In Mark V, this is a major goal to be in the late summer release. The way Quake handles input activation/deactivation is not good, case in point often in many engines if I ALT-TAB out and then back in, the brightness corrects and then it for some reason goes back to system normal (not what the Quake brightness option is set to).
If I can get a proper handle on this in the coming months --- after the feature is in a released Mark V for long enough to be considered road-tested -- I see if I can rework Quakespasm to use it.
OMG Man.
cheers for the patches Baker.
@Baker
#441 posted by szo on 2013/04/12 07:45:22
Personally, I'm not very happy with our IN_Activate() & co being called from everywhere, either. It was done at some point during development of whichever version I can't remember, and it gradually got messier. It was partially adopted from uhexen2 but with more messiness. Needs addressing in newer versions, yes.
As for new version wrt your fov changes: I think they would not be needed anymore after the fov_adapt (Hor+) stuff, yes?
As for the demo changes: I know the idea is appealing, but I believe it needs a little more maturing? (esp. after reading the fog, etc. concerns in the code?)
Well ...
#442 posted by Baker on 2013/04/12 08:22:19
Both fog and skybox are hacks. They are read from worldspawn client-side [not via server svc] which violates client-server ideology.
Arguing against demo record in that context is like arguing against save games.
The issue is uncorrectable because to do it right, you would need the QuakeC source code to every map that uses a skybox to fix it. Except there are several dozens of closed source single player mods.
But Quakeworld has had demo record since 1996, ProQuake since 1999 and JoeQuake since 2003.
Do you tell people that want demo record --- and keep it mind that no demo record is recording that info, nor save games for that matter --- that because of design-flawed after-the-market implementations of fog/skybox [id Software's Quake didn't provide these, the after-the-market modification community did = all of us] that as a result you want to make it hard to record a demo?
Not that demos that record today in Quakespasm record skybox or fog -- because they don't.
I get your point and agree with it. Except we have to work with the world we've got, not the one we want.
How are the demos recorded in Quakespasm with say the "Necros savegame/loadgame trick alias" superior to the record at any time feature? They aren't.
So then the question just becomes user convenience.
But have you noticed an explosion of demo recordings lately? They are using Mark V.
I'm not trying to win an argument -- I view this with the same disappointed angle as you if you remember a discussion about mod cvars aren't recorded in Quake saves --- there isn't an absolute proper "win" to be had here.
Quake save games and demos are never going to record the entire server state.
#443 posted by anonymous user on 2013/04/12 09:03:19
... has had demo record since ...
This sounds more like no other thing supports demo record, where you possibly mean ability to record after connect :)
I see your points, though. If Steve has no objections I can include the demo stuff in 0.85.9.
#444 posted by anonymous user on 2013/04/12 11:06:32
OK then, applied the demo stuff at r847:
http://sourceforge.net/p/quakespasm/code/847/
So, v0.85.9 will support demo recording after connecting to server.
Will upload a source snapshot and prepare test binaries later today.
Demo With Reloads And Non-system, Gamma??
#445 posted by slapmap on 2013/04/12 13:50:41
Is it possible to continue recording a demo after level change or a reload (and demo would actually play back after reload point)? I know DP allows that, any other (hw accelerated win32) engine?
And any (again hw accelerated win32) engine that has internal not system gamma controls (again besides DP)
Posting in a top engine thread, but its about any engine.
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