#821 posted by Joel B on 2014/07/27 02:31:22
Actually (sorry to post-spam) I am noticing something. I turned the music off to check the in-game sounds more carefully for a bit.
I immediately noticed something when doing a sequence of: pick up LG ammo, pick up LG, pick up armor, lava-dive and discharge.
The initial sound attack, some of the high frequencies, and even the hiss noise at the end of some of the sounds is noticeably more muted in the test build compared to 0.85.9. I also checked the original GLQuake and yeah, 0.85.9 is more like the original.
I guess I'm kind of imprinted on the original sounds to the point that even missing the noise hiss is a little odd.
#822 posted by Spike on 2014/07/27 04:23:47
Windows has a fixed output rate anyway, the engine should always match that to avoid any undesired resampling.
iirc its generally set to 48khz by default in vista+, while xp will avoid resampling if there's only one source (read: audio buffer), without saying what rate it'll resample to.
plus there's lots of ac98 chips out there that support only 48khz, so windows resampling is handy.
Thanks Johnny
#823 posted by ericw on 2014/07/27 04:56:19
That helps, and matches what I hear too. I'll try tweaking the filter to match the 0.58.9/Windows sound more closely and post another build here.
I understand having the sounds imprinted a certain way, so I do want to be very careful about changing this.
Hope the general idea is good. For me, never having owned quake on CD, it was a revelation to hear the full-quality music and -sndspeed 11025 sounds together. :-)
Hmm Interesting
I got the patch. . I never play with CD/music myself.
Insidious Dynamic Light Bug
#825 posted by Baker on 2014/07/29 00:22:57
Start Quakepspasm r939 with no gamedir.
In console type: map e1m1.
Then disconnect.
Type game zendar; map zendar.
Crash.
(Quakespasm 0.85.9 + Mark V won't crash, but will say AllocBlock Full. FitzQuake 0.85 will crash. )
What I think is going on, all the cached brush models have been cleared (shells, nail boxes) and is using invalid data to generate lightmaps.
#826 posted by Baker on 2014/07/29 01:41:54
RE: Insidious Dynamic Light Bug
#827 posted by szo on 2014/07/30 11:38:34
New Builds
#828 posted by szo on 2014/07/30 14:35:41
Win32build
#829 posted by mfx on 2014/07/30 15:05:27
Freezes with red screen immediatly after start. No console or nothing. Had to alt+tab out.
Win7 on new Lenovo laptop.
RE: Win32build
#830 posted by szo on 2014/07/30 15:22:34
Just tested both the win32 and win64 builds on win8.1/x64 (took and unzipped the zip, put in my id1 folder and ran). Both ran fine for me..
Hmm
#831 posted by mfx on 2014/07/30 15:52:11
i get just a red screen, but i can hear the sg firing.. which relaxes me a bit:) No clue, seems the onboard gfx cant handle it..
Mac build is fine btw.
OSX Build
#832 posted by AAS on 2014/07/30 15:53:38
Played on e3m1 just fine on retina macbook with OSX 10.9.4
OS X Features ?
#833 posted by Barnak on 2014/07/30 16:06:27
I tested the OS X version with Sock's Jam1 map. Everything looks fine.
But please guys, consider adding antialiasing (FSAA) and the command-Tab feature to switch to other apps without quiting Quakespasm (like Q3). That feature is most wanted !
@mfx, Red Screen
#834 posted by szo on 2014/07/30 16:39:28
No clue..
iirc, you are running fullscreen? if you do, and if you run it windowed instead of fullscreen, does it work? if it does, does changing to fullscreen from within the game work properly??
also, does an earlier qs, such as 0.85.9, work properly on the same setup? (if it does, we screwed up something...)
Ok
#835 posted by mfx on 2014/07/30 16:57:55
previous build were fine, yeah. So i start fullscreen, immediate lockup in red. no change possible, though i can hear and use the menu and console.
windowed looks like this:
http://www.quaketastic.com/files/screen_shots/win7_qs.JPG
@mfx, Red Screen
#836 posted by szo on 2014/07/30 17:05:55
I see. How about Eris's auto-build? from here:
http://quakespasm.ericwa.com/job/quakespasm/
They All Worked So Far
#837 posted by mfx on 2014/07/30 17:10:05
I have some special versions for german kb layouts from him. No problems til now, so i�m a bit confused to be honest. I overwrote all dlls and stuff with todays build, previous test builds still work, just todays not.
@mfx
#838 posted by szo on 2014/07/30 17:14:07
SZo
#839 posted by mfx on 2014/07/30 17:55:24
Both don�t work..
@mfx
#840 posted by szo on 2014/07/30 19:05:53
To test a theory can you please:
- take the win32 build http://quakespasm.sf.net/devel/quakespasm-0.85.10-r944_windows.zip
- and replace quakespasm.exe in it from this: http://quakespasm.sf.net/devel/test1.zip
... and see if it changes things?
Moment Please
#841 posted by mfx on 2014/07/30 19:06:40
Ok Szo
#842 posted by mfx on 2014/07/30 19:08:50
all red over here.
@mfx
#843 posted by szo on 2014/07/30 19:11:29
then I'm baffled.. (the test I gave you changed the gamma handling in gl_vidsdl.c to USE_GAMMA_RAMPS 1, hoping it were the culprit.)
Let's see if Eric, Steven or Sander comes up with an idea.
RE: Win32build
#844 posted by szo on 2014/07/30 19:33:03
In the meantime, I'd like to hear others' experiences with win32 and win64 builds.
(FWIW, I re-tested both win32 and win64 builds on my win8.1/x64 laptop with on-board intel graphics and nvidia graphics, both still run ok with both intel and nvidia chosen as the 3d accelerator.)
Hmm Weird
#845 posted by ericw on 2014/07/31 01:32:28
couple ideas for mfx:
- just for a sanity check, could you try extracting the zip into an empty directory, and just add id1/pak0,1.pak, to rule out any issues with DLL interference
- try launching with "-notexturenpot"
- does the win64 one szo posted also give a red screen? http://quakespasm.sf.net/devel/quakespasm-0.85.10-r944_win64.zip
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