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ProQuake 4.91 Beta

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  • Baker
    replied
    Originally posted by RangerXT View Post
    it says that the application was unable to start correctly (0xc000007b)

    WHAT DO I DO!
    This this on Windows 8 or something? Or on a Windows RT or something.

    Current thread: http://quakeone.com/news/site-news/9...r-browser.html

    Leave a comment:


  • RangerXT
    replied
    it says that the application was unable to start correctly (0xc000007b)

    WHAT DO I DO!

    Leave a comment:


  • MH
    replied
    Spike's suggestion above is still needed for GL, yes.

    The D3D8 wrapper doesn't implement the glPixelStore calls, but you can just implement them as empty functions because it doesn't actually need them (it's just GL that makes the whole pixel transfer malarkey a lot more complex than it need be).

    Leave a comment:


  • Arkon
    replied
    Originally posted by Baker View Post
    Is that the Direct3D version I assume?
    It happens in both glpro491 and dx8pro491, happened also with both 490 version.

    Me and other clan mates checked the 4.90 version extensively during our latest lan party and with normal setting it worked fine. Yes, it still crash when changing gl_picmip to high values (>4), but nobody except me noticed that, so this should not be consider critical.

    I've also tried to download locs and sound and it's ok, apart from the fact that I already had them all in a pak in the same folder. You should really consider to make a cvar of this: newcomers will find it really usefull, but people used to Quake folder probably won't.

    For complete testing I've also tried to connect to fortress server: the engine created both fortress and maps folder, than stopped (probably because there are no maps/sounds relevant to that mod in your file database). This was only for test purpose: I play mostly RQ and CRMOD, but in all cases TF folks are part of the community, had to check it too, eheh!

    Bye, thank you for keeping Proquake updated!
    Last edited by Arkon; 10-11-2012, 04:48 AM.

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  • Baker
    replied
    Originally posted by Arkon View Post
    I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:
    MH has private messaged me a comprehensive fix to his D3D wrapper to kill this problem off. Will be in next version.

    Thanks for the bug report (and thanks to MH for taking the time to rewrite the function).

    Leave a comment:


  • MH
    replied
    The D3D version doesn't respect the row pitch of the locked backbuffer rectangle; that's my bug so sorry about that.

    One line fix; in it's implementation of glReadPixels:
    Code:
    int srcpos = row * (lockrect.Pitch / 3) + col;
    Instead of
    Code:
    int srcpos = row * width + col;
    That should also cover cases where you glReadPixels a subrect of the backbuffer.

    I really need to do a rewrite of that function, at the very least it should also support RGBA, BGR and BGRA formats.

    Leave a comment:


  • Baker
    replied
    Originally posted by Arkon View Post
    I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:



    By setting resolution back to 640x480 this don't happen.

    Is that the Direct3D version I assume?

    Leave a comment:


  • MH
    replied
    And don't forget to malloc your buffer as glwidth * glheight * 4 + 18.

    This may help too:
    Code:
    void Image_Compress32To24InPlace (byte *data, int size)
    {
    	byte *src = data;
    	byte *dst = data;
    	int i;
    
    	for (i = 0; i < size; i++, src += 4, dst += 3)
    	{
    		dst[0] = src[0];
    		dst[1] = src[1];
    		dst[2] = src[2];
    	}
    }

    Leave a comment:


  • Spike
    replied
    (1366*3)&4 = 2 = bugs out.
    one liner fix:
    glPixelStorei(GL_PACK_ALIGNMENT, 1);
    Default is 4. Hence the 4 in the first line.

    The alternative is to read the data as BGRA (or RGBA), which would run a bit faster but otherwise meh, and takes longer to implement, but would work fine with the default alignment. Worth bearing in mind if you have d3d compat in mind.

    Leave a comment:


  • Arkon
    replied
    Bug?

    I've find a strange glitch: I've changed resolution to 1366x768 and took a screenshot. The result was this:



    By setting resolution back to 640x480 this don't happen.

    Leave a comment:


  • Mr.Burns
    replied
    The strange thing is, being a part time FFA'er I will probably never use Loc's, so the loss of loc'n DL is not a problem to me personally. I just spotted the error on every map that loaded and thought I'd report it.

    Tis all good sir.

    It's good to see the idea of cl_mute has sparked some intrerest [Thanks Mindzy ]. Am I right in thinking Qrack already has this? [I'm at work at the moment else I would check this out myself]

    Kind regards

    Monty
    Last edited by Mr.Burns; 10-10-2012, 11:39 AM.

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  • R00k
    replied
    suggestions turn into options, as a setting for players.
    if one who suggests has the option an dth erest are ignorant, and the default caters to the ignorant then no harm eh?

    Leave a comment:


  • MH
    replied
    Don't mind me, I was just having a rant.

    I actually do like providing options, but the devil is in the details.

    Leave a comment:


  • Mindf!3ldzX
    replied
    I am pretty sure the USA quakers could find a use for client side muting of specific players too, case in point : Omicron,Doug,Zild (when you pick up Quad damage in Practice mode DM,you're lighting his fuse lol)

    Leave a comment:


  • Baker
    replied
    @ Mr. Burns: Huh?

    I'm going to solve your problems. Just I have a different idea on how to handle it.

    I might even temporarily add your suggestion as "placeholder" for a couple of versions until I finalize the "server handshake solution". I wasn't anticipating how you guys do things slightly differently, so I'm kind of thinking out loud.

    Leave a comment:

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