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qbismSuper8 alpha 091910 update

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qbismSuper8 alpha 091910 update

Postby qbism » Mon Sep 20, 2010 4:35 pm

This is a small source code only update.
qbS8src-091910.zip

Highlights-
Created CodeBlocks mingw project
Added dp_extension sv_modelflags_as_effects, so qc can now change these effects. Read more about it in the tute forum.
And more dp_extensions: drawonlytoclient nodrawtoclient exteriormodeltoclient
(drawonlytoclient is untested)
Change fps from 20 to 60 in Flash project(!)
Added define FLASHDEMO for compiling a demo-only-mode Flash port. FIXME/ limitation- only plays one demo.

FlashDemo demo, Vondur's Adamantine Cruelty:
http://www.qbism.com/_extfiles/ac-qbS8.swf

A note on the CodeBlocks project- you'll have to supply or provide path to mmreg.h and msacm.h from MS SDK. This is required by the movie recording code. Some 'open-source' versions are out there but haven't found one that works.
Last edited by qbism on Thu Sep 23, 2010 4:13 am, edited 2 times in total.
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Postby revelator » Mon Sep 20, 2010 6:45 pm

ftp://90.184.233.166:21/api32.rar

replace mingws runtime and w32api with this and you even get directx11 support :) and no more mingwm10.dll dependancy ;)

and the mmreg.h msacm.h in this one works :)
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Postby mrmmaclean » Mon Sep 20, 2010 8:16 pm

Nice, thanks! :D
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Postby qbism » Mon Sep 20, 2010 10:42 pm

reckless wrote:no more mingwm10.dll dependancy ;)

and the mmreg.h msacm.h in this one works :)

Thanks, I'll give it a try!
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Postby Baker » Mon Sep 20, 2010 10:49 pm

Really nice stuff, qbism!

Three thoughts for you:

1. You can briefly see the console when it starts up. You can avoid this: viewtopic.php?t=2322&postdays=0&postorder=asc&start=30

2. Flash will not allow the mouse in fullscreen mode, but a pure demoplayer doesn't use the mouse for anything. You could do Flash fullscreen mode if you wanted.

3. It would be cool if you could somehow cause the Flash to download the map and the demo from an external URL like quakeflash.swf?dem=whatever.dem&bsp=whatever.bsp
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Postby revelator » Tue Sep 21, 2010 8:01 am

np ;)

its the same runtime and w32api my own compiler uses.

fork of the same mingw64 uses but with the paths modified so it works with standard mingw also :)
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Re: qbismSuper8 alpha 091910 update

Postby Spirit » Tue Sep 21, 2010 10:54 am

qbism wrote:This is a small source code only update.
http://qbism.com/index.php?action=media;sa=item;in=73

I can't download it. Could not found any obvious link. Clicking on the image gives me "Sorry, but you are not allowed to access the gallery". :(
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby qbism » Tue Sep 21, 2010 5:10 pm

Sorry, here's a link that works:
qbS8src-091910.zip

My SMF forum + plugins is really more complicated than what I need, and has some permission profile issues. So I'm in the market for sort of a php mini-portal with a media/file gallery...

[Edit- link issue is resolved for now.]
Last edited by qbism on Thu Sep 23, 2010 4:17 am, edited 2 times in total.
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Postby Spirit » Tue Sep 21, 2010 6:23 pm

Cheers!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby revelator » Tue Sep 21, 2010 6:37 pm

btw if anyone been trying to download my w32api files today the servers been down sorry about that its up again now :oops:
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Postby qbism » Tue Sep 21, 2010 11:28 pm

Baker wrote:1. You can briefly see the console when it starts up. You can avoid this: viewtopic.php?t=2322&postdays=0&postorder=asc&start=30

2. Flash will not allow the mouse in fullscreen mode, but a pure demoplayer doesn't use the mouse for anything. You could do Flash fullscreen mode if you wanted.

3. It would be cool if you could somehow cause the Flash to download the map and the demo from an external URL like quakeflash.swf?dem=whatever.dem&bsp=whatever.bsp
1. I will take a look at that, more magical if it fires up immediately into 3D. On a related note, would like to find an easy way to pop credits and notes in with centerprints or scrolling text.

2. Also could do that in-game if keyboard-only control.

3. Could update one file without user re-downloading the whole thing, if it's in browser cache. Is file loading (beyond streaming) possible?
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Postby qbism » Tue Sep 28, 2010 4:38 am

reckless wrote:the mmreg.h msacm.h in this one works :)

I replaced the entire API with yours and it worked! One interesting item is that it found a syntax error in the .rc that the default API did not find.
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Postby revelator » Tue Sep 28, 2010 5:40 am

yep its very strict ;)

may run into problems on sources hacked for standard mingw runtime. forgot to warn about that. in most cases its pretty straight to find these though and unhack them.
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Postby Baker » Fri Oct 01, 2010 10:52 am

qbism, are you able to get anything close to 60 FPS in Flash?

I haven't been able to break 17 fps in Flash and although I can't get a counter to display in your build it looks like about 20 fps to me.

Just wondering, I think getting 60 fps in Flash would be awesome but I haven't experienced that with any of the Flash Quake engines I have seen.
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Postby mrmmaclean » Fri Oct 01, 2010 8:17 pm

I get around 27-30 fps in Flash with a debug build. Not much more with a release build. I capped mine at 24 since that's where flex framework projects tend to play the nicest.

Getting ANYTHING to run in Flash at a solid 60 fps is rare. Basically there has to be nothing happening at all. Alchemy makes things run pretty fast but it still runs in the ASVM. Having a pretty large sprite/movieclip being filled with unique pixels every frame is already hard on Flash but add all the 3d math and virtual memory stuff to it and it's a turtle.
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