@icaro
#1401 posted by Baker on 2016/11/16 23:20:32
Thanks for the feedback on the hdfolder thing. 24 hours ago that wasn't even an idea.
I'll see if I can identify and correct.
/I'll think about quickly I can do a Mac build. Have to think about it.
#1402 posted by Gunter on 2016/11/16 23:20:58
Resetting server-bound keys works. Good feature.
Hm, server-set aliases are cleared rather than reset to user settings. For example, if I set:
alias colors "say colors!"
Then connect to FvF -- which sets alias colors to an impulse to set your colors (including a hack to force the unsupported colors 14 and 15 to work -- which reminds me, how about support for colors 14 and 15? heh).
Then disconnect from the server. Now the "colors" alias is just cleared. I guess you just do an unalias command?
I don't see this as being much of a problem though....
Downloads work. Now do I turn it off? heh. It downloads loc file, which I have no use for.
It TRIES to download fvf sounds, but fails because those aren't located on Quakeone.
It successfully downloaded terra1.bsp
#1403 posted by Baker on 2016/11/16 23:35:07
Gunter: Type ... find loc in console. Should tell you what to do ;-)
Want to promote the idea that "find" solves a ton of questions instantly.
I'll add the FVF sounds to the primary depot.
Hdfolder
#1404 posted by Icaro on 2016/11/17 00:07:40
corrigendum
The hd folder can only be selected during the initialisation process and not afterwards.
If the demos are active, the initialisation console is skipped and no further initialisation commands can be introduced.
Once the demos are running, the hdfolder command only generate the following message "please disconnect first".
For users like me .. it can be confusing!
#1405 posted by Baker on 2016/11/17 00:12:14
I'll make hdfolder auto-disconnect. I was considering that since "game" already does that.
#1406 posted by Gunter on 2016/11/17 00:26:09
Ah, the sound downloads work now!
I guess it doesn't download "skins" because they are attached to a model... annnd, yeah, that would be tricky since each server might have a different set of skins attached to the standard player model.... Hm, perhaps Mark V could keep a different folder for each server it connects to, and if it does not have the skinned models for that server, it could grab them. But then I guess that would require a different folder on Quakeone for each server.... Yeah, tricky.
But it could work -- you'd just have specific things in a server's folder instead of general things like the maps.
So like, you have a download folder for "fvf.servequake.com" on Quakeone that contains the FvF files, then when a client gets an invalid skin request, it knows to try and download that model for the server it is connected to, and it will create an "fvf.servequake.com" folder in id1 to store those files....
Though I suppose instead of doing it piece by piece like that, if you just have an "fvf.servequake.com" folder at Quakeone, it could just contain the FvF custom pak file to download, and Mark V could automatically grab it when it connects to fvf.servequake.com
Of course... that would take longer... but it would be kind of nice. Though perhaps that would need a user prompt, "automatically download pak file for this server (15 meg)?"
#1407 posted by Baker on 2016/11/17 01:09:24
qconsole.log following instructions posted above?
If you want me to help your old computer use GL, it's literally today or 2018?
#1408 posted by Gunter on 2016/11/17 01:16:03
Today, please!
Command line: [ ]
Log file: C:\Documents and Settings\Aaron\My Documents\Games\Quake1/id1/qconsole.log
Wed Nov 16 18:13:32 2016
Mark V Version 1.00 Windows
Exe: mark_v.exe (1121 kb)
Exe: 06:35:23 Nov 16 2016
Caches: C:/Documents and Settings/Aaron/Application Data/Mark V/caches
UDP4 Initialized: INADDR_ANY, 192.168.254.15
UDP6_OpenSocket: Address family not supported by protocol family
UDP6_Init: Unable to open control socket, UDPv6 disabled
Exe: 06:37:32 Nov 16 2016
256.0 megabyte heap
GL_VENDOR: Intel
GL_RENDERER: Intel 945GM
GL_VERSION: 1.4.0 - Build 7.14.10.4926
GL_EXTENSIONS:
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_lodWarning: texture_non_power_of_two not supported
Intel Display Adapter detected
Max texture size: 2048
Multitexture: 455190012
Non-Power of 2: 0
Combine: 1
Stencil Bits: 8
Hardware gamma enabled
joystick not found -- no valid joysticks (a5)
Input initialized
Avi capturing module initialized
ACM module initialized
Sound Initialization
Set primary sound buffer format: yes
Using secondary sound buffer
2 channel(s)
16 bits/sample
11025 bytes/sec
DirectSound initialized
Audio: 16 bit, stereo, 11025 Hz
Sound sampling rate: 11025
CDAudio_Init: MCI_OPEN failed (266)
========= Quake Initialized =========
execing quake.rc
execing default.cfg
couldn't exec config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.
the Necropolis
Using protocol 15
#1409 posted by Gunter on 2016/11/17 01:19:44
Wait, were "instructions posted above" adding the -nomultisample -nostencil?
That seems to make no difference, other than adding:
Warning: Stencil disabled at command line
Warning: Multisample disabled at command line
to the log.
Also, I could email this stuff instead of cluttering this thread....
Revision #2
#1410 posted by Baker on 2016/11/17 01:20:20
http://quakeone.com/proquake/mark_v_2016-11-16b.zip
http://quakeone.com/proquake/mark_v_dx_2016-11-16b.zip
Everything fixed except ...
1) Icaro HD folder. (Will be fixed in revision 3)
2) mfx/fifth tidle console. (Will be fixed in revision 3)
@fifth - Made 2 mirrors that can see other, the 2nd mirror becomes "non-mirror" in that frame.
#1411 posted by Baker on 2016/11/17 01:22:20
What are last 5 lines of qconsole.log when crash on your old XP computer? That may be enough for me.
Be sure to you are using -developer in the command line.
@gunter
#1412 posted by Baker on 2016/11/17 01:34:36
Stab in the dark .. possible fix.
Let me know!
http://quakeone.com/proquake/gunter_nov16.zip
Make sure you run this .exe which has a different name. Crosses fingers.
#1413 posted by Gunter on 2016/11/17 01:35:50
Oh, sorry, I missed that small post you made above telling me to use -developer.
I got the new version, and here's what I get as the last lines after crash:
Playing demo from demo1.dem.
Mouse Released
Serverinfo packet received.
Host_ClearMemory
Clearing memory
the Necropolis
Using protocol 15
e1m3 loadname
sv.modelname
e1m3 cl.modelname
#1414 posted by Gunter on 2016/11/17 01:47:52
huh, and if it matters, if I disable the startup demos and just try to load the Start map, the blank lines that appeared after "clearing memory" above (I deleted them because they just looked blank), instead say:
SpawnServer: start
Clearing memory
Programs occupy 403K.
PR_AllocStringSlots: realloc'ing for 256 slots
Mod appears to support impulse 12
start loadname
maps/start.bsp sv.modelname
cl.modelname
#1415 posted by Baker on 2016/11/17 01:48:54
Try the one I just posted that has a possible fix. http://quakeone.com/proquake/gunter_nov16.zip
#1416 posted by Gunter on 2016/11/17 01:52:44
Sorry again! I missed your "stab in the dark" ... This "forum" page is a bit hard to navigate, heh.
One moment....
Nope, no good. qconsole log seems the same.
#1417 posted by Baker on 2016/11/17 02:05:58
You up for one last try in the next 15 minutes?
I think your video card may not support glMatrixMode(GL_TEXTURE)
#1418 posted by Baker on 2016/11/17 02:12:14
Ok... Gunter.
Do it again, with **zero external textures** in your Quake folder.
If it works when you do that, your video card doesn't support glMatrixMode(GL_TEXTURE)
If it doesn't, it's something else.
#1419 posted by Gunter on 2016/11/17 02:13:04
Yes, I'm ready to test.
The last GL version I COULD run was:
mark_v_20150416b_windows.zip
mark_v_e.exe
Would that happen to be right before you added glMatrixMode(GL_TEXTURE)?
#1420 posted by Gunter on 2016/11/17 02:15:01
Yeah, I disabled (actually, renamed the folders) all external things for testing already.
Running the DX version to check, there are definitely no textures loading.
#1421 posted by Baker on 2016/11/17 02:20:11
I'm checking between that and 2015 May 2 version ... see if anything obvious ...
Nothing Dead Obvious And Easy To Reverse, Sorry Gunter ... I Tried
#1422 posted by Baker on 2016/11/17 02:32:25
I gave it my all to try to make your old graphics card work -- all the possible leads I have would require a drastic rewrite (check out Quakespasm's thread to see insanely stupid and possibilities that bad opengl drivers can cause).
Looks like you'll have to use the DX version, but at least you can set shadows -1 and have weapon transparency now.
#1423 posted by Gunter on 2016/11/17 02:48:31
Well, gosh darn it to heck.
#1424 posted by Mugwump on 2016/11/17 03:13:31
Solution: update graphics card?
@fifth And/or Mfx (or Anyone With Issue)
#1425 posted by Baker on 2016/11/17 03:19:12
re: International keyboard support
For some reason I can't seem to pull down the console even though it's bound to tilde. I rebound it to z and it works.
What language keyboard + keyboard version are you using?
Like for example, I'm betting mfx uses German Qwertz. I need to know what the keyboard key you expect to toggle the console (and whether or not you are doing shift).
Shift + ESC should unconditionally toggle the console on any language keyboard as a temp workaround.
In the console, also as a temp measure, typing in_keymap 0 may make things behave as you expect.
Mostly if you guys can communicate to me how it should work, I should be able to get it right ...
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