Asking for help with old Quake mods
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spoke to soon nhancer still not working it closes immediatly
well atleast theres an alternative http://www.geeks3d.com/20110305/nvidia- ... available/
to use it open nvidiainspector.exe and select the button just after the display of driver version. A new window will open and at the top of that window theres a profiles tab with an arrow, expand this by clicking it and select quake from profiles now click apply changes.
well atleast theres an alternative http://www.geeks3d.com/20110305/nvidia- ... available/
to use it open nvidiainspector.exe and select the button just after the display of driver version. A new window will open and at the top of that window theres a profiles tab with an arrow, expand this by clicking it and select quake from profiles now click apply changes.
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revelator - Posts: 2567
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- Location: inside tha debugger
you'll need to add a profile for nprquake and stuff as its generally not possible to tell what project something is based upon, at least when its starting up.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Reckless,
Wow, thanks so much for all of the effort and time you had to spend on trying to solve this issue. You're NPR exe still gave me an error unfortunately. I'm not at home this weekend until Sunday so I'll try your other options then!
I really appreciate your time and effort.
I'm still afraid that some of these old mods are not going to be playable on new systems which is depressing.
Wow, thanks so much for all of the effort and time you had to spend on trying to solve this issue. You're NPR exe still gave me an error unfortunately. I'm not at home this weekend until Sunday so I'll try your other options then!
I really appreciate your time and effort.
I'm still afraid that some of these old mods are not going to be playable on new systems which is depressing.
- gdiddy62
- Posts: 51
- Joined: Sat Jan 15, 2011 3:29 am
all in a days work
only happy to help out.
i suspected there might still be some buggers left with the nprquake source its fixable but will take some time. as for xwar im out of options if the nvidiainspector workaround doesnt apply since theres no source i can fix :/ if anyone by chance have it ill give it a shot.
i suspected there might still be some buggers left with the nprquake source its fixable but will take some time. as for xwar im out of options if the nvidiainspector workaround doesnt apply since theres no source i can fix :/ if anyone by chance have it ill give it a shot.
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revelator - Posts: 2567
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- Location: inside tha debugger
Re: Asking for help with old Quake mods
Have had no luck with Xwar using your ideas. Have you tried any other ideas with NPR??
Thanks
Thanks
- gdiddy62
- Posts: 51
- Joined: Sat Jan 15, 2011 3:29 am
Re: Asking for help with old Quake mods
Not lately as im deep in Msys2 development (not quake related) its a compiler/shell.
I havent been able to get a hold on the xwar source but nprquake should be fixable ill see if i can squueze in some time to get it working.
Ill return when i got something workable.
I havent been able to get a hold on the xwar source but nprquake should be fixable ill see if i can squueze in some time to get it working.
Ill return when i got something workable.
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Asking for help with old Quake mods
This one is old news.
If you have the engine source, find any line that looks like this:
And delete it.
Increasing the varargs buffer size is a temp fix at best. Give it 2, 5, 10 or whatever years, and it's just going to be overflowing again.
Chopping the extensions string is ugly, but if you really must print the extensions string (I suppose it's useful for debugging purposes) then I guess it's a bit better.
Ideally you'd parse each extension out of the string and print them individually. The OpenGL spec guarantees that each extension name is going to be followed by a space, so there's your delimiter. Make sure that Con_Printf doesn't trigger an SCR_UpdateScreen if so because startup might take a looooooooong time otherwise (Con_SafePrintf is good to use here).
If you limit the string in your driver you'd better hope that the extensions that get chopped off aren't ones that you're going to need.
DirectQ doesn't have this bug because it uses Direct3D. Only OpenGL has GL_EXTENSIONS after all.
If you have the engine source, find any line that looks like this:
- Code: Select all
Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
And delete it.
Increasing the varargs buffer size is a temp fix at best. Give it 2, 5, 10 or whatever years, and it's just going to be overflowing again.
Chopping the extensions string is ugly, but if you really must print the extensions string (I suppose it's useful for debugging purposes) then I guess it's a bit better.
Ideally you'd parse each extension out of the string and print them individually. The OpenGL spec guarantees that each extension name is going to be followed by a space, so there's your delimiter. Make sure that Con_Printf doesn't trigger an SCR_UpdateScreen if so because startup might take a looooooooong time otherwise (Con_SafePrintf is good to use here).
If you limit the string in your driver you'd better hope that the extensions that get chopped off aren't ones that you're going to need.
DirectQ doesn't have this bug because it uses Direct3D. Only OpenGL has GL_EXTENSIONS after all.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: Asking for help with old Quake mods
mh,
I know absolutely nothing about manipulating source-code and recompiling. Could you help on this issue please?
I know absolutely nothing about manipulating source-code and recompiling. Could you help on this issue please?
- gdiddy62
- Posts: 51
- Joined: Sat Jan 15, 2011 3:29 am
Re: Asking for help with old Quake mods
actually i managed to dig up the source for it 
http://www.alienter.com/oldsite/projects/xwar.htm
so now just to fix the code.
http://www.alienter.com/oldsite/projects/xwar.htm
so now just to fix the code.
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Asking for help with old Quake mods
Cool! I can now look forward to both of these working on my system soon.
Thanks reckless, can't wait to see your work on this!!
Regards
Thanks reckless, can't wait to see your work on this!!
Regards
- gdiddy62
- Posts: 51
- Joined: Sat Jan 15, 2011 3:29 am
Re: Asking for help with old Quake mods
np m8 it took some digging around but it may also be of interrest to others so in the end its good news for all 
allmost done with the parts that are problematic so in a few days if im satisfied its stable ill upload an executable to replace the old one from xwar.
allmost done with the parts that are problematic so in a few days if im satisfied its stable ill upload an executable to replace the old one from xwar.
Productivity is a state of mind.
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revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Asking for help with old Quake mods
reckless,
I believe that others are still as excited about these old mods working as I am. NPR and X-War were among my favorites from back in the early days of Quake and bring back many memories of my first experiences with mods. I am excited to play through Quake with both of these mods soon.
Thanks again for your time on these!!
I believe that others are still as excited about these old mods working as I am. NPR and X-War were among my favorites from back in the early days of Quake and bring back many memories of my first experiences with mods. I am excited to play through Quake with both of these mods soon.
Thanks again for your time on these!!
- gdiddy62
- Posts: 51
- Joined: Sat Jan 15, 2011 3:29 am
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