#415 posted by JneeraZ on 2016/02/24 15:19:55
"incenerator = incinerator :-) "
Thanks for that correction. I had NO idea what you were trying to say there ...
Bug Is Dead
#416 posted by jakub on 2016/02/24 18:12:01
i've just tested version 1.03 and button works it's supposed to.
Thanks
#417 posted by ijed on 2016/02/24 19:57:01
Shit I Forgot The Screenshots
#418 posted by ijed on 2016/02/24 19:57:22
Coming soon :)
#419 posted by ericw on 2016/02/24 21:45:08
ijed, nice! Going to have to replay with the patch soon. Sorry I copped out on playtesting
Well
#420 posted by ijed on 2016/02/24 22:00:03
Without your tools and engine support this pack wouldn't have happened at all :)
Update
#421 posted by ijed on 2016/02/24 22:03:17
Ijed
#422 posted by nitin on 2016/02/25 12:05:09
thanks for the screenies.
Also news post updated.
Thanks!
#423 posted by ijed on 2016/02/25 12:34:33
Download Not Working ?
#424 posted by Barnak on 2016/02/25 20:38:11
When I press the download button, nothing happens. WTF !?
#425 posted by Baker on 2016/02/25 20:48:05
Keep in mind Barnak is using a non-Intel Mac Mini and no modern browser is available for him to use.
Non-Intel ?
#426 posted by Barnak on 2016/02/25 21:41:16
It's a 2010 mini, so definitely Intel. And it rocks with Snow Leopard !
#427 posted by Baker on 2016/02/25 21:48:08
32-bit Intel?
#428 posted by ericw on 2016/02/25 21:56:02
I'm sure the patch will get mirrored to quaddicted or quaketastic before long.
Barnak, try using Firefox or Chrome on OSX 10.6, not Safari (which is out of date and probably unsafe).
Way Ahead Of You, Eric
#429 posted by Spirit on 2016/02/25 22:10:34
#430 posted by Joel B on 2016/02/26 02:18:27
If folks are in the business of updating the OP, you could remove the link to the special-snowflake devbuild of Quakespasm and just say "use Quakespasm version 0.90.0 or later".
Set =1 To Download. WTF !?
#431 posted by Barnak on 2016/02/26 02:42:55
I'm able to download the pack by turning the URL from =0 to =1.
At least, make that download button to play a fart sound when you press it.
FSAA In Quakespasm
#432 posted by Barnak on 2016/02/26 03:06:32
I'm experiencing a video problem with both versions of Rubicon3 when FSAA (antialiasing) is ON, in the latest version of Quakespasm OS X.
Rubicon3 is the only Quake pack/mod/map which is giving me video garbages when FSAA is ON.
This is sad, since FSAA is nice to my eyes, and I need to turn it OFF just to play Rubicon. Why is there a problem with FSAA and this mod ?
#433 posted by Baker on 2016/02/26 03:47:59
A screenshot for the Quakespasm would be the considerate thing to do wouldn't it?
Or shall they just guess what your screen looks like ...
Ah
#434 posted by anonymous user on 2016/02/26 04:06:08
I was about to ask for a screenshot but I can reproduce it on my OSX 10.6 system, a HOM effect, but some parts of the world draw?
It affects id1 start.bsp too though, so it's not specific to RRP.
Seems to be related to the waterwarp, setting "r_oldwater 1" works around the problem here.
Oldwater...
#435 posted by Barnak on 2016/02/26 04:11:35
What are the differences with the oldwater settings ?
And what is specific to Rubicon3's water, that is different from the other water settings, in AD for example ? Rubicon is the only Mod that gives me screen shit when FSAA is ON.
The screen shit looks like transparent walls, with a very luminous background (sky box), that blinks when I move the view around. The game becomes unplayable with this.
#436 posted by ericw on 2016/02/26 04:30:12
It affects how the waving animation on the surface of liquids is drawn.. "r_oldwater 0" is the better quality way, but it can cause problems with buggy OpenGL drivers. "r_oldwater 1" is more compatible but looks more angular.
There's nothing specific about RRP, but maybe the quake.rc forces "r_oldwater 1" which triggers the bug for you.
#437 posted by ericw on 2016/02/26 04:33:34
Argh, I meant "r_oldwater 0" the last time.
Anyway - assuming you are having the same issue as me, setting it to "1" should work around the issue for now. I'll see if there's any straightforward way to work around it in the engine.
#438 posted by metlslime on 2016/02/26 05:36:46
"new water" in fitzquake/quakespasm uses the framebuffer as a scratchpad to draw the waterwarp, then copies that into a texture, then draws the scene for real. Perhaps there's some driver/hardware issue that makes copying framebuffer to texture give bad results. "Old water" uses the glquake method, which is safe but ugly.
Ideally it would all be replaced with a fragment shader :)
#439 posted by Baker on 2016/02/26 06:30:04
It's a little crazy that FSAA has to be on for Barnak's issue to manifest itself.
@ericw --- gl clear happens AFTER warp textures are updated --- metlslime probably figured better to do it before clearing buffer. Perhaps gl_clear before and after would solve issue if FSAA is on?
(You wrote a dev note saying some Intels need the buffer always cleared. Barnak's computer is saying "Hello!")
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