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
Eric
#846 posted by mfx on 2014/07/31 01:44:42
tried suggested clean folder setup, won�t work:( stdout.txt says this:
Warning: multitexture not supported (extension not found)
Warning: texture_env_combine not supported
Warning: texture_env_add not supported
Warning: vertical sync not supported (SDL_GL_GetAttribute failed)
Warning: texture_filter_anisotropic not supported
Warning: texture_non_power_of_two not supported
-notexturenpot
#847 posted by mfx on 2014/07/31 01:46:39
Won�t change the red output..
Also
#848 posted by mfx on 2014/07/31 01:48:53
Running on 32-bit win7. 64bit build won�t start.
Thx For Trying. One More
#849 posted by ericw on 2014/07/31 02:03:51
Try launching with "-bpp 16", this will disable requesting a 24-bit depth buffer which was changed recently.
So in the clean folder setup you still get the red screen, or does it fail to start at all? The messages in stdout.txt suggest it's using software OpenGL :-/
Looks like that build I sent you for trying to fix the console key was from april 30. not much has changed since then besides the depth buffer thing, and the non-power-of-two support.
Nope
#850 posted by mfx on 2014/07/31 02:14:46
still red, 16 bit request too.
Ok
#851 posted by ericw on 2014/07/31 05:44:35
Here's another one to try: http://quakespasm.ericwa.com/job/quakespasm/23/artifact/quakespasm-r944.zip
this is r944 with a different SDL.dll, the one from "SDL-devel-1.2.15-mingw32.tar.gz"
Just to confirm, this is the one I sent in april, it still works?
https://www.dropbox.com/s/hkha9wl897wg7oq/quakespasm-germanlayoutfix.zip
Mfx
#852 posted by szo on 2014/07/31 09:24:53
tried suggested clean folder setup, won�t work:( stdout.txt says this:
Warning: multitexture not supported (extension not found)
Warning: texture_env_combine not supported
Warning: texture_env_add not supported
Warning: vertical sync not supported (SDL_GL_GetAttribute failed)
Warning: texture_filter_anisotropic not supported
Warning: texture_non_power_of_two not supported
Are you sure that you have hardware accelerated opengl???
Eric
#853 posted by mfx on 2014/07/31 13:38:36
layoutfix works, still, r944 doesn�t.
szo: Are you sure that you have hardware accelerated opengl???
How can i check this?
Mfx
#854 posted by szo on 2014/07/31 15:34:19
This is starting to sound like a joke...
layoutfix works, still, r944 doesn�t.
That 'layout fix' build seems to be from r913. Thas hasn't been any commits since r913 that would affect video. Eric, can you see arything otherwise?
szo: Are you sure that you have hardware accelerated opengl???
How can i check this?
If you can run any opengl games properly, then you have hw accelerated ogl.
What hardware and what driver is this anyway?
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