#626 posted by Baker on 2015/04/12 06:09:36
Reupdated contents of Beta 3 zip with a interpolation bug fixed for the WinQuake build.
Hardware
#627 posted by NightFright on 2015/04/12 08:03:57
My guess is also that it must be something with the graphics card model. As I wrote above, these builds work fine on an older system with an nvidia card running on the same driver. I doubt it has anything to do with the OS. Also as a reminder: Mark V before 20141010 is still running fine with the Geforce 700 series. So whatever got changed in the meantime is something those cards apparently don't like.
Baker, No More Information To Give On Mp3's
sorry, but mp3's don't play. They're not inside of a pak. I'm sure they used to work once upon a time. To be honest it has been broke in a lot of builds for me, I know I'm not the only person because I talked to Sock about it (it's one of the reasons he uses quakespasm over fitz)
I still use fitz regardless of this but it'd be nice to hear music again.
#629 posted by Spike on 2015/04/12 16:24:54
map start;
r_shadows 1; wait; r_shadows 0
sky is now b0rked, despite switching r_shadows back to 0.
It Requires A Reset To Fix
You can't just switch it off...
You could try vid_reset though?
@Baker
#631 posted by Spike on 2015/04/12 16:55:45
in GL_DrawAliasShadow, change the arguments of the following functions to match the values given here:
eglStencilFunc(GL_EQUAL,0,~0);
eglClearStencil(0);
sky bug now fixed.
actually, that clearstencil call becomes redundant as 0 is the default anyway and nothing else changes it.
also, consider only clearing the stencil buffer once per frame for entity shadows, so that you don't get tripple-whammys with gibs etc.
using ~0 instead of 2 means that the shadows don't glitch until you have (typically) 256 overlaps, rather than merely 3. which is important if you're doing what I just recommended.
#632 posted by Baker on 2015/04/12 19:02:06
Excellent, thanks Spike.
#633 posted by Baker on 2015/04/12 19:24:56
I should have another revision sometime this evening. @fifth -- I'll see if I can reproduce that on a Windows 8 machine.
MP3
#634 posted by NightFright on 2015/04/12 20:04:13
Just for the record: I don't have issues with MP3 playback on Win 8.1. My issues are purely about graphics. Curious to see if next build will be fully usable for me.
Could Be A Driver Issue On My Side...
I have never updated them myself... for the record quakespasm uses .ogg files which work fine.
@fifth Re: Music
#636 posted by Baker on 2015/04/12 22:26:55
I'm not sure why music isn't working for you, but I'll give the old college try to fix, and I have feeling it's gonna get solved.
Re: ogg and stuff
My understanding is that Quakespasm uses software rendering for MP3 music playback rendering.
It should be very reliable, but software rendering is slow and is quite a CPU hit. Mark V uses API that provide hardware acceleration.
An my opinion on music works like this: there is MP3 and nothing else and here's why:
1) The MP3 patents are expiring
2) Hardware API on every platform from Windwos to Mac to mobile platforms is optimized for MP3.
3) ogg is "free software" and I support free software, but the last decoding patent for MP3 expires in September 2015.
I think ogg was a great idea, but I don't think ogg has a rational use this in world in the year 2015.
Spirit and I used to have debates over video codecs and I favored free codecs while he supported the ones that worked well (H.264). Spirit won!
I see no place in this world for ogg.
/One opinion and I'm often wrong about these kinds of things.
#637 posted by Spirit on 2015/04/12 22:39:55
Oh, either I did not post a lot about how much I tried to prefer free video codecs or you forgot. I just gave up at some point. Maybe we talked after that. I can even spell Ptalarbvorm...
Ogg beats MP3 quality-wise. Opus would be even better. There should be nice libraries for all the Xiph stuff, including FLAC.
Mp3 Vs Ogg
I'm glad to see you're gonna tinker and hopefully fix mp3 support. As for the debate I don't know too much about the differences in the file format, although I did assume that .ogg was better quality even though the file sizes were often bigger (I doubt that matters too much these days).
Every Time I'm Trying To Run That Newest Build
#639 posted by spy on 2015/04/13 07:27:38
it crashes
so i've just deleted my cfg files and started from scratch
i've noticed that my name is 'player' now
ok. i've changed that back to spy and the game has crashed
what gives?
and now changing the 'name' gives me a crush
typing the 'color' command and trying to switch it gives me a crush too
the latest stable version that i run without a troubles was the build from 07.13.14
2015 April 13 Beta
#640 posted by Baker on 2015/04/13 07:55:41
Windows OpenGL | WinQuake
Mac OS X OpenGL | WinQuake
Mac version runs on my Mac which has Mavericks. I imagine it will run on 10.8 and Yosemite, maybe 10.7 as well.
New:
1) Should have sky glitch fixed which appears on certain graphics cards. Million thanks to Spike! But need confirmation it is fixed as I don't have right video card to experience issue.
2) Should render alpha masked textures with lightmaps correctly whether world model or brush models (aka Rubicon Rumble). Thanks ericw/Quakespasm for little tweaks in their source!
3) Spy's issue should be fixed ;-) I was hoping to get this update out before that little gremlin got noticed.
4) The levels menu having a couple of blank spots at end sometimes = fixed.
Getting far closer to a properly polished build, but more work to do ... thanks for feedbacks!
#641 posted by Baker on 2015/04/13 08:25:43
Not Sure If This Related
#642 posted by spy on 2015/04/13 10:10:31
i'm running the mod(frogbot) that uses the crazy numbers from 'samelevel' cvar. Something like samelevel 627085, you know.
The new build(s) somehow borked that 'samelevel' cvar.
as it shows like
"samelevel" is "9.0112e+006" in the console
#643 posted by Baker on 2015/04/13 10:56:56
That's how C represents the value of a large floating point number.
The value should be ok.
But I sure don't want it to display like that, isn't very human friendly.
#644 posted by Baker on 2015/04/13 11:43:03
Manual Saves
#645 posted by NightFright on 2015/04/13 12:08:04
I will test this tonight with my GF 770. On an nvidia GF 9500 GT, it's OK already, but as I said earlier, there haven't been any issues with that one before.
Noticed one thing with savegames, not sure if it's an error from my side or not. When I save a game (not quicksave, regular save through menu option), the savegame won't appear in the list when trying to load it. Quickload with F9 works, though.
#646 posted by Baker on 2015/04/13 19:29:23
Everything Fixed (for Me)
#647 posted by NightFright on 2015/04/13 20:45:52
Game looks fine now on my Geforce GTX 770, also savegames work as intended with the latest build.
Good job and thanks a lot, Baker and Spike! ^^
Still Crashes To Me
#648 posted by spy on 2015/04/13 20:55:07
http://pastebin.com/wHmhB85d
theres my autoexec.cfg and config.cfg
Most Issues Fixed For Me
barring music of course.
Looking to see what audio driver is the most up-to-date for my surface pro is turning into a nightmare.
@spy
#650 posted by Baker on 2015/04/13 21:53:14
Raw thoughts: the special characters in your name show as Russian or Greek or something in pastebin to me.
In the age of Unicode and UTF-8, if you manually did that in a text editor (as opposed to Quake writing the file) the text editor maybe have done strange things to your name and converted it to UTF-8 --- characters above 127 converted to escape sequences and such.
In that case, pasting the file to pastebin doesn't actually convey what the binary contents of your config really are.
You'd probably need to upload your config.cfg and autoexec.cfg to Quaketastic to get it to me as it really is in binary form on your hard drive.
Meanwhile, I'll play with the rest of the contents and try to imagine what could be causing the problem.
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