#176 posted by misc_ftl on 2020/04/07 20:17:17
For all your webassembly mp needs: https://github.com/coturn/coturn
Weird Fps Drop In Ad_swampy And Sound
#177 posted by Placo on 2020/04/13 22:40:50
I've been trying out FTE over the last few days.
I stumbled into a weird bug with AD in ad_swampy. Whenever I fire the SSG I get a huge drop in fps for just a few ms. It remains playable but it's not optimal.
I've set the fps counter to show the worst fps and indeed it shows drops from 150fps to 20/25fps when I fire the super shotgun.
I don't have the issue in the start map or in sepulcher, which is super strange to me.
I'm using the spasm graphic preset but I have tried messing around with the settings but nothing fixes it.
I even tried with no audio because I also have another issue where the underwater sound is way too loud.
On a sidenote it seems the audio output device menu is bugged when there are spaces in the device name (the console says the engine tries each part between spaces in turn before reverting to default device)
I have tried versions 5660 and 5529 of FTE.
Any idea what might be causing those problems?
#178 posted by chedap on 2020/04/14 19:29:34
I don't get the FPS drops. Try with "impulse 130" (hitscan shotguns), would that fix it?
The issue with spaces is specific to OpenAL I think. So is the weird loud underwater reverb. I've found that you can use e.g. "s_device dsound" to set the device from autoexec or console, without the exact device name.
Note also that music is going to sound bad regardless of chosen device, unless the sound frequency matches the one in the music files. FTE defaults to 48khz, commonly shared ogg and mp3 rips are 44.1. Especially obvious in the E1M1 track.
#179 posted by Placo on 2020/04/14 21:33:06
I have tried with the hitscan shotguns but it gives me the same issue. I've also tried deactivating AD particles (with the temp1 cvar flag), but that does not do anything.
I've tried a minimalist quake install (with only pak0.pak and pak1.pak in id1 and fresh AD 1.70 folder) with the "-nohome" argument. It's a little better, with dips into the 30/40 fps range when I fire the SSG (I also have the issue with the shotgun but to a lesser extent).
Thanks for the snd_device command. It did work with my minimalist install, but does not work with my main quake folder, I don't know why (snd_restart gives me no sound with s_device = "dsound").
I seem to also have the issue BoraxMan mentioned above where the game gets slower at I spend time in a level.
I guess I'll stick to QSS for AD for now.
I still think FTE's a nice engine with cool features for a lambda player like myself.
MWHEELUP - MWHEELDOWN
#180 posted by Icaro on 2020/04/25 18:41:03
Hi,
I've been trying out FTE over the last period. I like it very much. An engine capable of dealing with huge single player maps and, at the same time, providing access to quakeworld multiplayer network!
However, I've a problem with Rhoenie's built for Mac. MWHEELUP and MWHEELDOWN can be assigned, for example for changing weapons, but they do not work.
The same config works perfectly under windows.
Regards
#181 posted by R00k on 2020/04/26 23:31:37
bind mwheelup "impulse 10"
bind mwheeldown "impulse 12"
?
@R00k
#182 posted by Icaro on 2020/04/28 20:55:24
yes the binds are there. They work under Win but not in OS. This is why I'm reporting! thanks
Fence Textures In Hexen 2
#183 posted by kalango on 2020/05/30 02:53:16
Tried func_detail, func_detail_fence, nothing. Both with color index 0 and 255.
Is it even supported at all in Hexen?
Func_detail Is Ericw Compile Add On
#184 posted by madfox on 2020/05/30 08:49:34
Func_detail is a compile parm specific for quake compiling. Nother sure if HexenII compiler can use it.
Hmm
#185 posted by kalango on 2020/05/31 01:07:51
There is a func_detail and a func_illusionary for HexenII (in Trenchbroom) as well though.
I'll take a look at the source.
I Think
#186 posted by madfox on 2020/05/31 11:09:12
I twisted map compiling with code compiling.
#187 posted by misc_ftl on 2020/06/08 18:09:37
whats the most stable FTE build for 64 bit linux? latest master crashes too much :(
Vulkan Support
#188 posted by DrR0Ck on 2020/06/13 20:55:50
Hi there! I was drawn to this engine for it's features, ease of use and Vulkan support. Unfortunately, I can't seem to get Vulkan working. When I select it and Apply the change, my screen starts to flicker and the engine eventually crashes.
I'm running Windows 10, v1909 with an AMD Radeon Vega 64 on current drivers - 20.5.1. GL drivers for AMD cards are known to be poor, but Vulkan tends to run with great performance.
I'd love to get Vulkan working if you have any thoughts on recommended settings or tweaks that might help.
Thanks!
Vulkan Support Additional Information
#189 posted by DrR0Ck on 2020/06/14 19:10:47
Just thought I would add if it helps, I have tried builds 5529 and 5695, both 32 and 64 bit versions. I would be happy to take a look at older potentially working builds but I don't see anywhere they can be downloaded from.
Thanks again.
Vulkan Error
#190 posted by DrR0Ck on 2020/06/14 22:21:22
I find I am getting the following error - ERROR: vkAcquireNextImageKHR: VK_NOT_READY - Perhaps this helps troubleshoot.
@ Placo
#191 posted by vbs on 2020/06/26 19:42:58
Regarding the huge FPS drop, yes, this I think is a sound driver issue, add: `snd_device dsound` to you `autoexec.cfg`
Reshade
#192 posted by Zombeaver on 2020/07/07 05:33:35
I love FTE but recently I tried using Reshade with it and I can't seem to get it to work. I have FTE and Reshade set to use GL but no luck. Any ideas?
Just Started Using This Sourceport Because Of AD 1.8
Some basic questions:
Why my graphics settings doesn't save after quit?
Why crosshair and console text is smooth when everything else from textures to particles can be made crispy pixelated?
MP3 Music
Bump alert, sorry in advance.
Was wondering how to get MP3 music working? I used the tracks that play just fine in QSS, put them in a "music" subdir in my id1 folder and then... nothing. Am I missing a DLL or something? Trying with latest build 6051 in Win 10 x64.
#195 posted by oglerau on 2022/01/19 16:55:54
FTE is, for sure, the most advanced engine out there. There are so many toggles, so many options and configurations... quite overwhelming. Thank you for the hard work and effort, spike!
I've been looking for an engine that adds networking features to Quake, things like input prediction, lag compensation, entity interpolation.
https://developer.valvesoftware.com/wiki/Lag_compensation
https://developer.valvesoftware.com/wiki/Interpolation
Are there any hidden toggles on FTE that would enable those? Even if in beta?
#196 posted by oglerau on 2022/02/16 22:46:00
Arm64 Build?
#197 posted by J0B00 on 2022/02/17 20:45:41
I stumbled on to the armhf binaries for FTE in moodles and got them running on a Raspberry Pi 4B in 32bit Rasbian Buster. At 1920x1080 with mild overclocking, I get about 30fps. It’s very playable at 720p.
Given that PiOS 64bit is out, would it be possible to get a set of arm/aarch64 binaries similar to what is already posted? I tried compiling myself but it errors out. I don’t know much about coding. Any help?
#198 posted by oglerau on 2022/02/21 20:17:43
OK, so after a lot of testing and playing with friends from Europe and South America, tweaking the CVARS of both FTE and Darkplaces... DP wins, with the defaults from Nexuiz Classic.
I think this is maybe due to the earned experience from the Nexuiz team with a lot of players and constant feedback. It's not that FTE is bad at all, it's just not battle tested.
#199 posted by 8657 on 2022/02/24 08:14:41
FTE is best for specific projects that required scripting. As an engine itself, it's actually not that strong. But anyone who wants to weave a story through cutscenes would see use out of this.
#200 posted by oglerau on 2022/05/12 14:57:25
is there any trick for higher-resolution lightmaps in FTE? 4096x4096 maybe?
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