Announcement

Collapse
No announcement yet.

ProQuake 4.43

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Baker
    started a topic ProQuake 4.43

    ProQuake 4.43

    Download: ProQuake 4.43 - 1.5 MB (Source)

    This may be the last new version of ProQuake in a while. But it appears to be very solid.

    Assuming no one finds a horrible bug, this version is mountains superior to past releases performance-wise.

    The lastest boost: dx8pro is MUCH, MUCH faster. If you can't use glpro due to graphics drivers, dx8pro is nearly as fast now. And, to max your frames per second it now defaults to vertical sync off in fullscreen mode (you can enable vertical sync by using -vsync).

    And due to the massive frames per second jump in glpro in the previous version [Polarite gained +500 fps, Lennox 600 (!)], there is virtually no reason to use -gamma in the command line ever again.

    I didn't have time to add contrast to the menu, it works in wqpro and glpro and dx8pro. I really need to get that into the menu. A setting like contrast 1.4 or 2 is a good setting, but contrast 1 is the default.

    Overbright support is back in as a cvar "gl_overbright 1" to enable, set to zero to disable.

    Overbright Support



    For other changes, you can see the project site or read the readme in the download. I spent a lot of time on "quality control" and trying refine code and kill historical Quake bugs like the starting demos not continuing to the next demo while the menu is up.

    Special thanks to MH who provided some very advanced code that gave me a lot of motivation to try to attack a large list of things that seemed rather formidable to work on. And of course R00k who always finds obscure things wrong with Quake and shares the fix with me.

    And that's it for a while ...

  • bluntz
    replied
    Sorry B
    I have only been back about a year now,if that long.
    I was last active around 2002-3.
    As for what I would like to see in a new build would be backwards compatibility
    with Q1,2 and 3 and the mods that were developed for them.Unification of the quake community seems needed if it is to survive,but I have no idea if this is achievable without loosing the realtime feel of Q1 NQ.
    One client to rule them all
    One server to find them.
    Last edited by bluntz; 01-18-2012, 06:39 PM.

    Leave a comment:


  • Baker
    replied
    Originally posted by bluntz View Post
    At least you got kurok released this year.
    I had hoped to goad you into a Xmas update since you have been promising the moon for a year now without even a preview.
    If you don't get the lead out you and Rook both are gonna be left behind by the new and updated clients.
    Well, I can't be goaded. Here is why.

    My goal is to revitalize multiplayer, single player and coop. I will never ceased to pursue that goal.

    I have a list of problems with Quake. It is about 20 items long.

    Less than that, putting out an idea won't be effective. I don't know if you were around to see to boom in 2006 and its eventually decline around 2007 and then a slow decline from 2008 to 2009 and a sharp decline over the last 2 years, but I was there and understand why it happened. Likewise, I'm not interested in history repeating itself.

    So I've have decided to take an approach to build up client and server capabilities privately with a list of goals that must be met and mostly not talk about these goals, since I want a large leap forward to be an exciting and surprising thing.

    Although, I'm not going to talk about what I have been working on, I would be interested in hearing your analysis of the boom in 2006, followed by the gradual decline in 2007 and the sharp decline in the last 2 years. I think if you could describe that you would see the logic behind my reasoning, and through that understand my motivations, strategy and goals.

    Leave a comment:


  • bluntz
    replied
    At least you got kurok released this year.
    I had hoped to goad you into a Xmas update since you have been promising the moon for a year now without even a preview.
    If you don't get the lead out you and Rook both are gonna be left behind by the new and updated clients.

    Leave a comment:


  • Baker
    replied
    Originally posted by bluntz View Post
    DOH!
    You are the biggest tease!
    Most of the stuff I ultimately moved to Engine X instead and when Engine X is done, I'll work on ProQuake being a sub build of Engine X.

    But until I get time to wrap up Engine X ... time which I do not have right now *sniff* ...

    Originally posted by Lerster
    I suppose i could just dl it all and find out... but i'm quite lazy.
    Most of the ones except the very stable ones have enough "where's Waldo?" type of problems. Any time a ton of incremental releases are done, many of the versions are fixing bug reports posted in the forums in the next one.

    The change log posted on the ProQuake page (click change log) lists key revision items.

    I sure wouldn't be looking for the ones with bugs ... but from time to time I need them.

    Either way, they are "there" ... but what they've got inside them is fun between you and your zip utility. I couldn't tell you offhand the contents of any of them by memory.

    Leave a comment:


  • R00k
    replied
    baker's post is a year old.

    Leave a comment:


  • Lerster
    replied
    Originally posted by Baker View Post
    I move obsoleted versions into the previous versions folder which is linked on the ProQuake page:

    Index of /proquake/older_versions

    (4.43 is like 10 versions old now )
    Outta curiousity which is the source in that the namings all are consistent yet none say (src) or (source).

    So does that mean it includes all? Src + build?

    I suppose i could just dl it all and find out... but i'm quite lazy.

    Anyho was just curious.

    GL with your project.

    I only care about your GL quake progress

    Heh.

    ~Cheers.

    Leave a comment:


  • bluntz
    replied
    Originally posted by Baker View Post
    I thought I'd have a ProQuake update this week until 3 days I got my hands on Windows 7 64 machine and also installed 64-bit Ubuntu.

    ProQuake gets a crash on the Win 64 machine, I have to do some work to compile for Linux 64 bit (I have a Linux 32-bit SDL ProQuake I made a week or 2 ago).

    So anyway, nothing to release today as I hit an unexpected curve.



    I am doing some monstrously huge things to the entire ProQuake project structure. Even something like Git would be useless for the scope of the changes.
    DOH!
    You are the biggest tease!

    Leave a comment:


  • Hipnotic Rogue
    replied
    I was wondering if there is any chance of automatic playback of mp3's in the future?

    Thanks for the port regardless.

    Leave a comment:


  • Baker
    replied
    I thought I'd have a ProQuake update this week until 3 days I got my hands on Windows 7 64 machine and also installed 64-bit Ubuntu.

    ProQuake gets a crash on the Win 64 machine, I have to do some work to compile for Linux 64 bit (I have a Linux 32-bit SDL ProQuake I made a week or 2 ago).

    So anyway, nothing to release today as I hit an unexpected curve.

    Originally posted by Efess View Post
    Baker - Use svn or git!
    I am doing some monstrously huge things to the entire ProQuake project structure. Even something like Git would be useless for the scope of the changes.

    Leave a comment:


  • Baker
    replied
    I've got a ProQuake SDL for Linux build of ProQuake 4.66 complete with working using Code::Blocks.

    Features include every non-Windows specific feature of modern ProQuake like no need for the command line, video mode switching and all the other features. (Windows specific examples: i.e. no clipboard copy, DirectInput, AVI capture as the capture code is highly Windows specific, etc.)

    I'm not going to fast track release it as alpha or beta, rather it will be released whenever the next version happens to occur.

    I'm spending time reorganizing the entire project structure of ProQuake and all of the various builds.

    Won't have a 64-bit version, I am not running a 64-bit Linux so someone wanting 64-bit is going to have to self-help from insight gained from the Quakespasm engine or lxndr's modification of the Qrack Linux source in Phenom's compiling Qrack on Linux thread:

    http://quakeone.com/forums/quake-hel...-included.html

    Anyway, this version will be out with whenever the next ProQuake release happens (days or weeks, I can't quite say and making progress coding is most important to me at the moment ... but when it happens I expect the release to be high quality).

    Leave a comment:


  • Baker
    replied
    Originally posted by Phenom View Post
    File not found! On both links!
    I move obsoleted versions into the previous versions folder which is linked on the ProQuake page:

    Index of /proquake/older_versions

    (4.43 is like 10 versions old now )

    Leave a comment:


  • Phenom
    replied
    Originally posted by Baker View Post
    Download: ProQuake 4.43 - 1.5 MB (Source)

    This may be the last new version of ProQuake in a while. But it appears to be very solid.
    File not found! On both links!

    Leave a comment:


  • Baker
    replied
    Originally posted by Ranger View Post
    Hows bouts the power of 2 texture bug, of software rendering, Baker?
    Eventually I'll have a look at that. I have a list of things I want to do in the near-term:

    Download: ProQuake 4.66 - Mac OS X - 1.8 MB

    FitzQuake protocol support in both the OpenGL and software renderer versions: can play all single player maps. Both OpenGL and software renderer (WinQuakey) builds. Note: ARWOP tends to crash the software renderer version.



    This thread is too long and I'll be starting a new ProQuake thread once I have the other builds completed.

    Leave a comment:


  • Ranger
    replied
    Hows bouts the power of 2 texture bug, of software rendering, Baker?

    Leave a comment:

Working...
X