#45 posted by Baker on 2016/11/20 22:11:54
@johnny -- Great download! Added.
@mandel - Once had stated you were getting inconsistent performance in Mark V when you tried it when it was beta, just pointing out that dwere experienced that as well and setting cl_autodemo 0 solved his issue. Made autodemo disabled by default. Just wanted you to be aware of it.
@Six-Shoota - Eventually alpha masked support will happen in the WinQuake build. It's very hard to do because the code is like a maze-like. I've tried a few times before. Eventually I'll give it another try.
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Still need a volunteer to test out demo to AVI movie by doing capturedemo demo1 after installing a codec pack download site ... for anyone willing to give that a try ...
Works fine for me, Bloughsburgh = black AVI with sound. We're trying to determine why it doesn't work on his machine but it does mine.
 @Bloughsburgh
#46 posted by Baker on 2016/11/20 22:15:08
Could you try this ...
capturevideo_codec xvid
capturedemo demo1
I have an odd suspicion explicitly setting that codec might work.
 Frogbot Support
Is there a way this can be added through placing entities in your .map file?
#48 posted by Baker on 2016/11/20 23:08:06
Frogbot map support was hardcoded into the QuakeC by Trinca, I don't really know how it works. But it is hardcoded into it.
#49 posted by Gunter on 2016/11/20 23:23:44
Ah, I hadn't noticed that reply in the old thread.
"aliases" in console is an unknown command. But I did "alias +zoom_key" to get the information. I see some tools I did not know about in there... valsave and mul. Neeeeeeeeat.
And I don't need a whole "exec quake.rc" -- just an "exec autoexec.cfg" which is a user-controlled file.
Uhh, when I was just going to look at the textures in DM6, I got that weird crash that Dr. Watson says is an access violation. I had not changed anything yet, and I was just using the standard id1 stuff, so it wasn't even my modified DM6.
You can see in the qconsole log that I had checked the values of developer and cl_autodemo, and they were both set, but I am not getting any autodemos. I've tested some more after that, and I am just not getting any autodemos.... They aren't appearing in id1 nor in my fvf folder when I run fvf.
Though I don't think they would have revealed anything about the crash anyway.... Here's the log file (I just started DX version in a window, started a single player game, then tried to switch to DM6 -- I THINK the same thing had happened to me earlier but that time I think I had started a new multiplayer game instead):
http://fvfonline.com/qconsole.log.txt
I can't reliably repeat the big. I go through the exact same steps again, and it loads fine....
#50 posted by Gunter on 2016/11/20 23:27:54
Oh, and autodemos definitely used to work for me, before you disabled them by default. I went in and made sure to delete my previous autodemos in anticipation of recording the crash happening.
 @gunter
#51 posted by Baker on 2016/11/20 23:42:12
re: quake.rc - just an "exec autoexec.cfg"
You haven't seen enough mods. A number of single player mods come with an autoexec.cfg, even though they shouldn't (one example among many, Once Up Atrocity .. which is awesome btw).
And they often contain things they should not. Example ...
gl_flashblend 0
r_shadows 0
scr_centertime 4
scr_printspeed 16
r_wateralpha 0.6
gl_subdivide_size 1024
r_maxsurfs 900
r_maxedges 2800
re: DX8 crash that occasionally occurs
cl_autodemo 1 needs host_maxfps set to 72 -- otherwise it won't record because the demo size could be massive and 72 fps is only correct Quake physics in single player. (todo: document that)
But yeah, I'd need the autodemo. Console log doesn't help.
 Capture
#52 posted by mjb on 2016/11/20 23:58:45
Still black video after setting xvid as the codec.
Here is what I am doing now to test:
-I made a quick 20 second demo called test.
-I run Mark V, capturedemo test
It runs the xvid encoder window, once it is finished Mark V tells me so. I exit the game, check the created .avi and I get black video with proper sounds.
I am running at 640x480 for this test.
 @Bloughsburgh
#53 posted by Baker on 2016/11/21 00:00:44
I'll do some testing on a variety of different machines sometime this week. And we'll see what turns up!
 @gunter
#54 posted by Baker on 2016/11/21 00:14:25
re: DX8 crash under certain conditions
However, I looked at your console log and filling in my imagination with knowing your preferences ...
I have successfully recreated the crash I believe you are experiencing with the DX8 version twice.
/We'll see what's up.
#55 posted by Gunter on 2016/11/21 00:21:22
Ok, but what is the problem with having "things they should not" in the autoexec for a mod? If you ran the mod the standard way with -game mod, it would all happen.... and it will only apply to that mod, right? It's not going to alter your config files in id1 or anywhere else, is it?
If the mod author wants you to have weird settings when running his mod, and he includes an autoexec with those settings, what's the real problem? That's been a standard way of doing it for a long time. Alternately, you have to do a bunch of stuffcmds in the mod itself... but many mods don't do that, since the autoexec is easier. Heck, the good old Blabalicious Quake movie uses an autoexec.cfg to adjust your screen settings and start the demo playing.
Or maybe the mod creator included vispatched maps, and he wants you to be able to see through the water, so he included r_wateralpha .6 in the autoexec for the mod, which will get executed when people run the mod the standard way with -game mymod, sincve that's default Quake behavior.
But by using the "game mymod" command in the console, now the player will not have the mod-specific settings applied, so he probably won't be seeing the mod as the author intended (hope there aren't any important buttons hidden in shallow water...). And Blahbalicious won't play, heh.
For players who just have different keyboard configurations for different mods, they also expect the autoexec to run automatically for each different mod.
I'm just wondering why anyone would ever NOT want to do so? If for some reason they don't, they just do the default Quake thing of deleting the autoexec, or modifying it to their liking.
I guess I should just say that "game blah" should mimic the default Quake behavior of "-game blah"
#56 posted by Gunter on 2016/11/21 00:24:56
Ah, good -- the DX crash isn't just my old netbook then. Now here's hope for a fix. Nice.
 Hm
#57 posted by PuLSaR on 2016/11/21 00:39:47
Strange things happen if you noclip out of the level that has mirrors: fps drops, you see a reflection of player in different places and some pieces of level.
#58 posted by Mugwump on 2016/11/21 01:11:12
There's an issue with the Winquake version if you run in a window with the vertical resolution set the same as your screen height. Like if I run in an 800 x 600 window on my 1024 x 600 netbook. The HUD is chopped off at the bottom of the screen.
Something has crossed my mind about this: it feels like it should be normal Windows behavior. I never play in windowed mode so I'm not sure but it seems logical to me that setting a specific window resolution should work for the CONTENTS of the window, not for the window itself (that is, not counting the window's borders). If this is how Windows work, then it makes sense to have the bottom of the window chopped off. Is there a Windows expert around to confirm this?
#59 posted by mh on 2016/11/21 01:24:22
Some mods come with autoexecs in their PAK files. At that stage it's no longer possible for the user to control their own settings.
The intention of Quake is clear: default.cfg is for the mod defaults, config.cfg is for user-configurable stuff that is saved, autoexec.cfg is an override to both and can also contain stuff that's not saved.
Mod authors have in the past enforced their own preferences on users. You see video modes, key bindings, look-and-feel settings, all enforced in ways that users cannot control and on occasion even freely admitted as intentional by the author.
Not running the cfgs is an unfortunate compromise but seems the only sane thing to do.
#60 posted by dwere on 2016/11/21 01:27:58
Mods using autoexec.cfg to store their settings is only somewhat standart-ish because some mod developers aren't aware of this file's real purpose. This is player's territory.
If you need to force something in your mod, modifying quake.rc is a much better option.
With this in mind, executing only autoexec.cfg is very selective. It's not even supposed to be the most important part of the settings, even if sometimes it is.
As for whether to execute things when changing the game dir mid-session, I think it only makes sense for the behavior to be consistent with what's going on during startup. If the settings are questionable - well, blame the mod author(s).
#61 posted by mh on 2016/11/21 01:31:15
The chosen resolution in windowed modes is for what's called the client area of the window, in other words excluding the title bar and borders. Quake on startup calls AdjustWindowRect to add on the size of the title bar and borders, getting the actual window size.
This has been the behaviour of WinQuake and GLQuake from the beginning and is expected behaviour.
So Quake is just doing what you asked it to do: Create a window with a client area of 600 high, which will get another 30 to 40 or so pixels added after AdjustWindowRect, which will then push the status bar off screen.
The solution is to ask it for a smaller window.
#62 posted by Baker on 2016/11/21 01:35:27
MH for the win. Read his post carefully. Some mods come with autoexec.cfg in pak files and such.
Mod authors almost never intentionally did wrong things, they only sought to provide a good user experience for their mod.
Nonetheless, there are toxic quake.rc and autoexec.cfg files out there.
And playing single player release with the player in control of his settings is #1 for Mark V.
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@ Gunter I'll soon be updating the version to build #1001 --- I believe will fix your DX8 issue. It only happened when a dynamic light was active, some lightmap fields needed cleared on map change. The DX8 wrapper reacted very negatively without those fields cleared.
#63 posted by dwere on 2016/11/21 01:37:54
You're still executing these "toxic" settings during startup. So I'm not sure what's being achieved here.
 Little Bug
#64 posted by killpixel on 2016/11/21 01:53:18
after disabling smoothing in the preferences and restarting the game, lerp reverts to default though smoothstairs remains off. Currently using lerpmodels/move 0 in an autoxec as a workaround (which is fine, since I want smoothstairs on, anyway).
Really sweet port, getting my retro fix!
 Also
#65 posted by killpixel on 2016/11/21 01:58:33
anyway to disable/adjust mips in the winquake fork? Using pixel quadrupling and the next mip level gets drawn when you're pretty close to the surface; it's a tad ugly/jarring.
again, minor gripes. I really am enjoying this port :D
 @pulsar
#66 posted by Baker on 2016/11/21 01:59:08
Addressed that in upcoming build.
@dwere -- If I want to play something, I start up Quake and do "game warpspasm -quoth". And then start playing ... (the mods quake.rc or autoexec.cfg is never run).
@killpixel +10. And just at the right time too!
 @killpixel
#67 posted by Baker on 2016/11/21 02:02:56
I understand what you say. I implemented what was easiest to do for approximate scaling solution in WinQuake build (stretch).
But yeah, I'd like to have full resolution pixels + scaled 320x240 or 640x480 HUD/Menu at same time --- but would take 3 weeks to write so ...
... maybe in the future.
/But notice it is separate option from GL Build automatic HUD scaling. Tells you I feel how you feel.
#68 posted by Gunter on 2016/11/21 02:02:57
Yeah, just as dwere said, I was going to point out that you are still running those files when mods are started by the standard, age-old method of "-game blah."
If a mod mod comes with an autoexec, generally it is is "part of the mod" that should be ran for the mod to function (as the author wanted). Of course, there can be "bad behaviors" from this, but any part of a mod is subject to such problems.
Though I suppose true "player in control of his settings" would allow a player to choose if he WANTS to disable the default Quake behavior of running an autoexec.cfg when starting a mod....
 Build 1001
#69 posted by Baker on 2016/11/21 02:17:12
Build 1001
Same place as usual
1) DX8 build intermittent crash due to dynamic lights fixed (gunter)
2) Mirrors + noclip outside world slow fix (pulsar)
3) r_lerpmove/r_lerpmodels preference now saves (killpixel)
/Typing "version" in the console will show as build 1001.
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