1'st beta
Moderator: InsideQC Admins
42 posts
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true
well it was in his original
but aye joequakes is better and also its C as opposed to C++.
ill look at ez
maybe i can get a hint from it what to do ty for the suggestion
btw since peeps are asking
cvars for bloom r_bloom
cvars for overbrights gl_doublebright
cvars for skyspeed r_skyspeed
in time ill put them in the menu
first i want to get it stable
ill look at ez
btw since peeps are asking
cvars for bloom r_bloom
cvars for overbrights gl_doublebright
cvars for skyspeed r_skyspeed
in time ill put them in the menu
first i want to get it stable
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
one thing thats bugging the hell out of me is on some mods like after the fall i get a bad ptr error in Mod_LoadAliasFrame
it didnt do that originally alltho it crashed on null models the bug was in refrags and the fix i applied there works on other mods not on this tho
- Code: Select all
void *Mod_LoadAliasFrame (void *pin, maliasframedesc_t *frame)
{
int i;
trivertx_t *pinframe;
daliasframe_t *pdaliasframe;
pdaliasframe = (daliasframe_t *)pin;
// Check frame is inside file buffer after the fall fails brutally here :(
Mod_ChkFileSize ("Mod_LoadAliasFrame", "frame", (byte *)pdaliasframe - mod_base, sizeof(daliasframe_t));
// bad ptr. error in after the fall here unable to fix sorry.
strlcpy_s(frame->name, pdaliasframe->name);
frame->firstpose = posenum;
frame->numposes = 1;
for (i = 0; i < 3; i++)
{
// these are byte values, so we don't have to worry about endianness.
frame->bboxmin[i] = pdaliasframe->bboxmin.v[i] * pheader->scale[i] + pheader->scale_origin[i];
frame->bboxmax[i] = pdaliasframe->bboxmax.v[i] * pheader->scale[i] + pheader->scale_origin[i];
}
frame->radius = Mod_RadiusFromBounds (frame->bboxmin, frame->bboxmax);
pinframe = (trivertx_t *)(pdaliasframe + 1);
// Check trivertex is inside file buffer.
Mod_ChkFileSize ("Mod_LoadAliasFrame", "trivertex", (byte *)pinframe - mod_base, sizeof(trivertx_t));
if (posenum >= MAXALIASFRAMES)
{
Con_SafePrintf ("\002%s: ", "Mod_LoadAliasFrame");
Con_Printf ("Mod_LoadAliasFrame: invalid # of frames (%d, max = %d) in %s", posenum, MAXALIASFRAMES, loadmodel->name);
}
poseverts[posenum] = pinframe;
posenum++;
pinframe += pheader->numverts;
return (void *)pinframe;
}
it didnt do that originally alltho it crashed on null models the bug was in refrags and the fix i applied there works on other mods not on this tho
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
whoops skip that i found it !!!
another reason to do away with quakes bloated memory managment
it was a heap error
a fatal one even.
so now everything that is big fugly and nasty gets allocated on windows own heap and is cleared on every mapload that includes sounds visdata entities light stains textures models do i need to go on ? etc.
even the largest map in the world cant get it to crash anymore
i made sure of that.
another reason to do away with quakes bloated memory managment
it was a heap error
so now everything that is big fugly and nasty gets allocated on windows own heap and is cleared on every mapload that includes sounds visdata entities light stains textures models do i need to go on ? etc.
even the largest map in the world cant get it to crash anymore
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
I don't claim to know a great deal about how it works because I haven't taken the time to walk through the code (although I did a cursory look-over of the code) but ezQuake 1.9.2 added "DarkPlaces memory manager".
I don't know if the feature is active in ezQuake 1.9.2 or if the binaries were compiled without it, but when I compared the ezQuake 1.8.3 source with the ezQuake 1.9.2 source, the changes to implement this feature are very easy.
My understanding of how the DarkPlaces memory manager works is that it allocates memory as needed, eliminating entirely the need for -mem xx or -heapsize xxxxx in the command line.
I have gamedir switching, video mode switching in the menu and I'd really like the kill any need for adding a memory command line parameter.
Anyway ... since maybe about 18 months ago, ezQuake's code has becoming outstanding from the perspective of "quality control" and I really enjoy checking in on the changes they've made. DarkPlaces has morphed too far from the original source for me to easily follow the highly evolved code, although soon I'm going to start looking harder at more DarkPlaces enhancements.
Anyway, in the ezQuake 1.9.2 source code, just search for #ifdef WITH_DP_MEM and #ifndef WITH_DP_MEM and you can see the changes. If I recall, there are only 7 changes to the code to implement this.
Source code link:
http://sourceforge.net/project/showfile ... _id=130270
Add: Although this is in the source, it does not appear to be an active feature in the binaries. I don't know whether this is because it hasn't been tested enough, still in testing or if it doesn't work right.
I don't know if the feature is active in ezQuake 1.9.2 or if the binaries were compiled without it, but when I compared the ezQuake 1.8.3 source with the ezQuake 1.9.2 source, the changes to implement this feature are very easy.
My understanding of how the DarkPlaces memory manager works is that it allocates memory as needed, eliminating entirely the need for -mem xx or -heapsize xxxxx in the command line.
I have gamedir switching, video mode switching in the menu and I'd really like the kill any need for adding a memory command line parameter.
Anyway ... since maybe about 18 months ago, ezQuake's code has becoming outstanding from the perspective of "quality control" and I really enjoy checking in on the changes they've made. DarkPlaces has morphed too far from the original source for me to easily follow the highly evolved code, although soon I'm going to start looking harder at more DarkPlaces enhancements.
Anyway, in the ezQuake 1.9.2 source code, just search for #ifdef WITH_DP_MEM and #ifndef WITH_DP_MEM and you can see the changes. If I recall, there are only 7 changes to the code to implement this.
Source code link:
http://sourceforge.net/project/showfile ... _id=130270
Add: Although this is in the source, it does not appear to be an active feature in the binaries. I don't know whether this is because it hasn't been tested enough, still in testing or if it doesn't work right.
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
yep allready had a look at it
well i came up with my own version funnier to make one myself
so far its proven its worth i can load stuff the size of titanic without a problem
and it clears everything again on map load
so memory wise im in the clear now.
only problem left atm sds crashes on the initial video rest plays fine.
and malice crashes when you try to use the hoverboard.
not sure what is causing it since it crashes directly to desktop with no warning i cant even hook the debugger up to catch the bugger "fatal i suspect" only once i managed to get some info weirdly enough it seems to be mh's vertex arrays O_o throwing an exception.
would be nice if he had a look at the changes i made the engine i started all this from newer left alpha it has come far
he might want to suggest a few things or even help in developing it
unfortunatly i dont know his wherabouts atm so hees kinda hard to get in touch with
well i came up with my own version funnier to make one myself
so far its proven its worth i can load stuff the size of titanic without a problem
and it clears everything again on map load
so memory wise im in the clear now.
only problem left atm sds crashes on the initial video rest plays fine.
and malice crashes when you try to use the hoverboard.
not sure what is causing it since it crashes directly to desktop with no warning i cant even hook the debugger up to catch the bugger "fatal i suspect" only once i managed to get some info weirdly enough it seems to be mh's vertex arrays O_o throwing an exception.
would be nice if he had a look at the changes i made the engine i started all this from newer left alpha it has come far
unfortunatly i dont know his wherabouts atm so hees kinda hard to get in touch with
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
very near a release now
added bloom control to menu and switched unzip.c and unzip.h out against newer versions "the one i used was rather old and had some serious memory leaks as i found out
its pretty stable now loads marcher fortress directly no need for heapsize anymore with the new memory system.
bastion of the underworld is a lost cause on this engine unfortunatly
i found the bug its mh's volume carving code. unfortunatly i cannot easily do away with it since most of this engine relies on it for getting the correct "approximatly" surfs for stuff like fog caustics etc.
and actually its not a bug in his code but more a bsp tool problem since the surf it catches has invalid verts
.
well everything else i could throw at it runs "ofc not including mods with special engine requirements scripts md3's etc"
the purpose with it was a good standard glquake with enhanced looks it doesnt have md3 skeletal models scripting or anything fancy but a rock solid wm code "aquire's actually" and much better memory handling.
other updates: done away with the entire caching system.
models and sound now correctly unloads at map end.
done away with some leftover autowater trans code "had leaf checking on but wasnt used this engine still needs vissed maps for translucent water"
finished pk3 code its now rock solid
found out how to scale the sky so now the clouds are actually visible
not like a blur.
malice looks awsome on this puppy
after the fall also
try it with the same texturepack darkplaces uses it can load the external normalmaps from it, gives it quite a nice look tbh
plagues mdl modelpack gives you some nicer looking weapons
and if anyones interrested i got some special monster skins modified from ogro's so they dont look like crap on engines that dont have bumpmapping on alias models.
this is probably the largest project i have worked on rewriting allmost 70% of the code still a lot of todo's like nehahra support.
compilation is now only supported with msvc 2005 older versions have proven to be quite unhappy about some libraries it needs so i took the liberty of removing msvc6 project files.
will upload later tomorrow still a few things i want to try out before i release it
its pretty stable now loads marcher fortress directly no need for heapsize anymore with the new memory system.
bastion of the underworld is a lost cause on this engine unfortunatly
i found the bug its mh's volume carving code. unfortunatly i cannot easily do away with it since most of this engine relies on it for getting the correct "approximatly" surfs for stuff like fog caustics etc.
and actually its not a bug in his code but more a bsp tool problem since the surf it catches has invalid verts
well everything else i could throw at it runs "ofc not including mods with special engine requirements scripts md3's etc"
the purpose with it was a good standard glquake with enhanced looks it doesnt have md3 skeletal models scripting or anything fancy but a rock solid wm code "aquire's actually" and much better memory handling.
other updates: done away with the entire caching system.
models and sound now correctly unloads at map end.
done away with some leftover autowater trans code "had leaf checking on but wasnt used this engine still needs vissed maps for translucent water"
finished pk3 code its now rock solid
found out how to scale the sky so now the clouds are actually visible
malice looks awsome on this puppy
after the fall also
try it with the same texturepack darkplaces uses it can load the external normalmaps from it, gives it quite a nice look tbh
plagues mdl modelpack gives you some nicer looking weapons
and if anyones interrested i got some special monster skins modified from ogro's so they dont look like crap on engines that dont have bumpmapping on alias models.
this is probably the largest project i have worked on rewriting allmost 70% of the code still a lot of todo's like nehahra support.
compilation is now only supported with msvc 2005 older versions have proven to be quite unhappy about some libraries it needs so i took the liberty of removing msvc6 project files.
will upload later tomorrow still a few things i want to try out before i release it
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Hey, guys, were there any release or at least working version?
I have experimented with Tenebrae and packed it up to maximum I believe. Take a look here. https://picasaweb.google.com/maxim.polu ... ae1101302#
I would like to have something more advanced than old Tenebrae engine.
I have experimented with Tenebrae and packed it up to maximum I believe. Take a look here. https://picasaweb.google.com/maxim.polu ... ae1101302#
I would like to have something more advanced than old Tenebrae engine.
- Mancubus
- Posts: 4
- Joined: Tue Feb 08, 2011 9:59 pm
- Location: Kiev, Ukraine
Mancubus wrote:I would like to have something more advanced than old Tenebrae engine.
Look no further
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
above.
the mhquake engine i worked on still exist but i ditched the tenebrae
project.
http://code.google.com/p/realm/
its not darkplaces but its not bad
engine can run right of the bat with no external data.
you can add external content if you like the engine supports->
pk3 (compressed also).
colored lighting.
external textures.
external normalmap textures.
luma / glow textures.
stainmaps.
bloom.
entire VM was replaced with aguires.
heap system rewritten.
can load huge maps.
things it cant do.
atm it only supports standard quake mdl's so no md2 nor md3.
normalmaps only on world textures not models,
im rewriting the arrays atm but
should be done soon (i allready have it working but its a mess).
still a few mods that will crash it
the mhquake engine i worked on still exist but i ditched the tenebrae
project.
http://code.google.com/p/realm/
its not darkplaces but its not bad
engine can run right of the bat with no external data.
you can add external content if you like the engine supports->
pk3 (compressed also).
colored lighting.
external textures.
external normalmap textures.
luma / glow textures.
stainmaps.
bloom.
entire VM was replaced with aguires.
heap system rewritten.
can load huge maps.
things it cant do.
atm it only supports standard quake mdl's so no md2 nor md3.
normalmaps only on world textures not models,
im rewriting the arrays atm but
should be done soon (i allready have it working but its a mess).
still a few mods that will crash it
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Thanks, I will download and try it.
Though you say, that you have ditched the work you've don on the Tenebrae engine, maybe there something usable left of it?
I really-really-really would like to try it.
In fact, except the fact Tenebrae is awfully optimized and can't use current hardware effectively, I gues, if only several things would be fixed in it, I'd be happy with it. These are:
1. pk3 support (packing into .pak is a pain in the ass).
2. mp3/ogg/wav support for the music tracks.
3. Menu and HUD replacements support.
All other things were somehow managed to work.
Though you say, that you have ditched the work you've don on the Tenebrae engine, maybe there something usable left of it?
I really-really-really would like to try it.
In fact, except the fact Tenebrae is awfully optimized and can't use current hardware effectively, I gues, if only several things would be fixed in it, I'd be happy with it. These are:
1. pk3 support (packing into .pak is a pain in the ass).
2. mp3/ogg/wav support for the music tracks.
3. Menu and HUD replacements support.
All other things were somehow managed to work.
- Mancubus
- Posts: 4
- Joined: Tue Feb 08, 2011 9:59 pm
- Location: Kiev, Ukraine
ill see what i can dig up but dont hold your hopes to high my old sources where lost some time back.
i do have a better textureloader for tenebrae still
btw tenebrae actually had some degree of optimization but on hardware of that time even the most optimized engine with the same features would bring a pc its knees (darkplaces was actually slower than tenebrae back then)
the main culprit was and actually still is that quake was newer built with these features in mind, like say point lights.
quake doesnt do light like modern engines so both tenebrae darkplaces and other engines uses a hack to read the lightdata from scripts like tenebraes edo or darkplaces rtlight.
without the above things would be even worse performance wise.
todays hardware copes quite ok with that since a lot of the load previously put on the CPU is now handled by the GFX card's GPU.
but still room for improvement no doubt
i do have a better textureloader for tenebrae still
btw tenebrae actually had some degree of optimization but on hardware of that time even the most optimized engine with the same features would bring a pc its knees (darkplaces was actually slower than tenebrae back then)
the main culprit was and actually still is that quake was newer built with these features in mind, like say point lights.
quake doesnt do light like modern engines so both tenebrae darkplaces and other engines uses a hack to read the lightdata from scripts like tenebraes edo or darkplaces rtlight.
without the above things would be even worse performance wise.
todays hardware copes quite ok with that since a lot of the load previously put on the CPU is now handled by the GFX card's GPU.
but still room for improvement no doubt
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
If you'll be able to somehow recover the source for that Tenebrae build you're talking about, will it be possible to tweak it a little further as I wrote above? And of course, ability to run it on x64 is a must, cause original Tenebrae builds, as well as Industri fail here.
- Mancubus
- Posts: 4
- Joined: Tue Feb 08, 2011 9:59 pm
- Location: Kiev, Ukraine
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