#856 posted by Spirit on 2014/07/31 15:59:37
gl_clear 0?
Mfx
#857 posted by szo on 2014/07/31 16:01:07
OK then. Try and run quakespasm (r944, mine or Eric's, doesn't matter, and doesn't matter it gives a red screen) using a command line like
"quakespasm +gl_info"
... then exit, and see the generated stdout.txt file. What does it say about GL_VENDOR, GL_RENDERER and GL_EXTENSIONS?
SZo
#858 posted by mfx on 2014/07/31 16:06:13
GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
GL_EXTENSIONS:
GL_WIN_swap_hint
GL_EXT_bgra
GL_EXT_paletted_texture
GDI Generic
#859 posted by mfx on 2014/07/31 16:07:24
is the problem, right?
Mfx
#860 posted by szo on 2014/07/31 16:10:31
GDI Generic is the problem, right?
Correct: there is no hw-accelerated opengl driver.
Is your driver from micro$haft (I think it is, they usually don't provide ogl, but only dx), or from intel? I suggest you download from intel, who should provide proper ogl drivers.
#861 posted by mfx on 2014/07/31 16:15:33
OpenGL version 2.1.0 - Build 8.15.10.1872 is supported, but its software emulated or..? I don�t get tbh.
Ok then, i�m checking out intels ogl drivers then.
Yeah!
#862 posted by mfx on 2014/07/31 16:43:34
Looks like its solved, though i had intel drivers already. Updated them and no red screen anymore.
Thanks for your patience szo and eric!
#863 posted by Spirit on 2014/07/31 16:45:41
Next time test everything on the same system, you dummerle.
Sch�tzchen
#864 posted by mfx on 2014/07/31 16:49:24
no.
#865 posted by szo on 2014/07/31 17:09:13
On windows, what opengl driver to use is a registry entry (or at least it used to be) which possibly got deleted or whatever.. Anyways, glad to hear that it works now.
Heh
#866 posted by ericw on 2014/07/31 17:32:52
good to hear it's fixed :-)
I wonder why that layoutfix build worked. The only difference I can think of is that I compiled the layoutfix build with mingw32 on windows, and the ones that gave a red screen were all compiled on linux.
#867 posted by szo on 2014/07/31 17:50:42
what, micro$shaft is detecting our build machines and sabotaging us now?
#868 posted by szo on 2014/07/31 18:05:47
joke aside, he said that 0.85.9 works too, and looking at it the 0.85.9-win32 version is compiled on the same linux machine using the same toolchain against the same crt and headers. baffled...
#869 posted by negke on 2014/08/01 10:01:35
Do these new builds include the BSP2 support that ericw added some time ago?
Here is a question about the status bar on multiplayer mode - is it possible to center it like on SP? Why is it on the left side in the first place (if intentional), seems counterproductive.
New Builds (r947)
#870 posted by szo on 2014/08/01 13:49:16
@negke
#871 posted by szo on 2014/08/01 13:50:39
Do these new builds include the BSP2 support that ericw added some time ago?
Yes.
Here is a question about the status bar on multiplayer mode - is it possible to center it like on SP? Why is it on the left side in the first place (if intentional), seems counterproductive.
It is the fitzquake code as it was, we didn't change that.
Music On OS X ?
#872 posted by Barnak on 2014/08/01 16:33:16
The music plays when I type music filename in the console, but it doesn't start automatically when I start a map. Is this normal ?
Also, it doesn't play the whole list. It's only looping the only filename I entered in the console.
How can I play the entire list without having to type the names ?
I WANNA HEAR THE RAMONES WHILE PLAYING QUAKE !
#873 posted by Spirit on 2014/08/01 18:07:23
Be more verbose! Where are your files located. What are their filenames? What maps do you try?
The Ramones
#874 posted by Barnak on 2014/08/01 18:21:29
The MP3 files are all loose inside the id1/music folder. Their names are like this :
BallsToTheWall.mp3 <--- okay, not the Ramones ! ;-)
BeatOnTheBrat.mp3
BlitzkriegBop.mp3
Commando.mp3
GabbaGabbaHey.mp3
HappyFamily.mp3
HavanaAffair.mp3
Loudmouth.mp3
TodayYourLove.mp3
When I launch QuakeSpasm, and start a map, the music isn't playing at all. I have to type "music Loudmouth" to play that track, and its playing in loop.
I would like to play the whole list automatically at the map launch.
Barnak
About Cmd+Tab when in fullscreen: It's simply not possible due to the way how SDL sets up full screen. It captures the entire screen, and there's no sane way to handle Cmd+Tab in this mode. The alternative is to switch to windows by hitting, I think, Alt+Enter.
Barnak
#876 posted by ericw on 2014/08/01 19:20:16
Just run a music player in the background. afaik there's no support for playing a playlist like that; you can do "music Loudmouth" to play a single track like you said, or rename them to track02.mp3, track03.mp3, etc., and they'll play based on each map's CD track setting.
SDL2 supports cmd+tab in fullscreen if you use the "fullscreen_desktop" mode. In Mac OS this makes fullscreen as a space (virtual desktop), and cmd+tab switches away from it. So QS should support that at some point.
Ericw
Interesting, good to know.
#878 posted by metlslime on 2014/08/01 23:42:30
Multiplayer status bar --- this was like that in gal quake and I assume win quake too, to make room for the top 4 players scores to the right. I didn't change it.
Playlist
#879 posted by dooomer on 2014/08/02 03:24:23
I think a way to create a playlist is to write a text file, in which you put in words like "music Loudmouth", followed by words like "music Commando" in a new line, and so on. Save the text file, name it something like "playlist.txt". While in game, you simply type "exec playlist.txt", and it should be all good to go.
#880 posted by metlslime on 2014/08/02 03:53:38
how about following the pattern of the "startdemos" command, and chain the track names in a single command?
startdemos demo1 demo2 demo3
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