quake2xp 1.26.3 beta release

Discuss programming topics for the various GPL'd game engine sources.
Barnes
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Location: Russia, Moscow
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quake2xp 1.26.3 beta release

Post by Barnes »

About release:

New render path with full dynamic lighting-shadowing (aka doom3)
Three render types - old lightmaping, old lightmaps with dynamic ppl light, full per pixel lighting-shadowing (required relight file)
In game light editor can create sphere, eclipse and cone lights with cubemap light filters (optional)
Shader gamma ramp (brightness, contrast, saturation)
Adaptive vertical sync
More adds and fixes
Screenshots http://quake2xp.sourceforge.net/?gallery=screenshots-2
Release contain only unit1 relight (base1-2-3-train)

Update q2xp0.pkx from https://sourceforge.net/projects/quake2 ... ia/baseq2/
Download and unpak last binaries https://sourceforge.net/projects/quake2 ... 20release/
Remove your config and q2xp cache pack
Play it
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

Very nice mr barnes :).

Small bugger turned up, multisample is broken on AMD/ATI cards (crashes the engine).

Sometimes loading a map turns the world black.

Looking good else.
Productivity is a state of mind.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

Send log file please)
quake2xp.exe +set logfile 2 :)
and try to use fxaa ))
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

======= Winsock Initialized ======

==== Starting OpenGL Renderer ====

========System Information========

Cpu Brand Name: Intel(R) Core(TM) i7 CPU 950 @ 3.07GHz
Number of Cpu Cores: 4, Threads: 8
CPU Speed: ~3062MHz
Supported Extensions: MMX SSE SSE2 SSE3 SSE4 HTT EM64T

Total physical RAM: 4095 MB
Available physical RAM: 4095 MB
Total PageFile: 4095 MB
Available PageFile: 4095 MB
Total Virtual Memory: 2047 MB
Available Virtual Memory: 1702 MB

OS: Microsoft Windows 7 x64 Ultimate Edition Service Pack 1 build 7601

UserName: Ralph

===OpenIL library initiation...===
OpenIL VENDOR: Abysmal Software
OpenIL Version: 178
==================================

Initializing OpenGL display
...setting mode 0:[1680x1050] Full Screen
...attempting fullscreen
...using desktop frequency: 60 hz
...calling CDS: ok

=============================
Checking Basic WGL Extensions
=============================

...using WGL_ARB_pixel_format
...using WGL_EXT_swap_control
...using WGL_EXT_swap_control_tear
...WGL_NV_multisample_coverage not found
...ignoring WGL_ARB_multisample

=============================

WGL_PFD: Color 32-bits, Depth 24-bits, Alpha 8-bits, Stencil 8-bits

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon R9 200 Series
GL_VERSION: 4.2.12002 Compatibility Profile Context 13.251.0.0

=====================================
Checking Basic Quake II XP Extensions
=====================================

...using GL_ARB_multitexture
...using GL_EXT_texture_filter_anisotropic
[16 max] [16 selected]
...ignoring GL_ARB_texture_compression
...using GL_EXT_draw_range_elements
...using GL_EXT_stencil_two_side
...using GL_EXT_depth_bounds_test
...using GL_ARB_occlusion_query
Found 32 occlusion query bits
...using GL_ARB_occlusion_query2
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_rectangle
...using GL_ARB_vertex_buffer_object
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_gpu_shader5

GLSL Version: 4.20
maxFragmentUniformComponents: 1024
maxVertexUniformComponents: 1024
maxVertexAttribs: 29
maxVaryingFloats: 128
maxVertexTextureImageUnits: 32
maxTextureImageUnits: 32
maxCombinedTextureImageUnits: 32
maxFragmentUniformComponents: 1024

Initializing programs...

Load null program succeeded
Load ambient world program succeeded
Load light world program succeeded
Load ambient model program succeeded
Load light model program succeeded
Load gauss blur program succeeded
Load radial blur program succeeded
Load dof blur program succeeded
Load motion blur program succeeded
Load bloom program succeeded
Load refraction program succeeded
Load thermal vision program succeeded
Load water program succeeded
Load particles program succeeded
Load shadow program succeeded
Load generic program succeeded
Load cinematic program succeeded
Load load screen program succeeded
Load fxaa program succeeded
Load film grain program succeeded
Load gammaramp program succeeded
Programs loading time = 1.1440 sec


=====================================

===Starting OpenAL audio subsystem===

...opening default device: succeeded (Generic Software)
...audio chip without onboard RAM.
...capture capabilities.

1 Auxiliary Effect Slot
1 Auxiliary Send per Source

Effects Supported: -
'Reverb' Support YES
'EAX Reverb' Support YES
'Chorus' Support NO
'Distortion' Support NO
'Echo' Support NO
'Flanger' Support NO
'Frequency Shifter' Support NO
'Vocal Morpher' Support NO
'Pitch Shifter' Support NO
'Ring Modulator' Support NO
'Autowah' Support NO
'Compressor' Support NO
'Equalizer' Support NO

Filters Supported: -
'Low Pass' Support YES
'High Pass' Support NO
'Band Pass' Support NO

...sample offset capabilities.
...unlocked linear distance preset.
...unlocked exponent distance preset.
126 mix channels allocated.
streaming channel allocated.

AL_VENDOR: Creative Labs Inc.
AL_RENDERER: Software
AL_VERSION: 1.1
AL_EXTENSIONS:
EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE

DEVICE: Generic Software

EFX initialized
-------------------------------------

======== Init Music subsistem =======

CDAudio_Init: MCI_OPEN failed (296)
=====================================

execing autoexec.cfg
couldn't exec slowmo_1.cfg
Unknown command "if"
LoadLibrary (./q2dq2/gamex86.dll)
------- Server Initialization -------
External entities not found. Use bsp entities
-------------------------------------
====== Quake2xp Initialized ======

Music shutdown

======== Init Music subsistem =======

CDAudio_Init: MCI_OPEN failed (296)
=====================================

loopback: client_connect




Quake2 done Quick2
Map: blank
Loaded 0 bsp lights
R_PreCalcLightData: 0 lights

pics

maps/blank.bsp

models/weapons/v_blast/tris.md2

#w_blaster.md2

#w_shotgun.md2

#w_sshotgun.md2

#w_machinegun.md2

#w_chaingun.md2

#a_grenades.md2

#w_glauncher.md2

#w_rlauncher.md2

#w_hyperblaster.md2

#w_railgun.md2

#w_bfg.md2

models/objects/gibs/sm_meat/tris.md2

models/objects/gibs/arm/tris.md2

models/objects/gibs/bone/tris.md2

models/objects/gibs/bone2/tris.md2

models/objects/gibs/chest/tris.md2

models/objects/gibs/skull/tris.md2

models/objects/gibs/head2/tris.md2

images

client 0

sky

level loading time = 3 sec
Hello Player! Welcome to Q2dQ2!
Found file demos/run/base1.dm2 in q2dq2/pak0.pak
Therefore I think the original demos are present.
Did not find file demos/recam/base1.dm2 in q2dq2/pak0.pak
Didn't find a q2dq2/pak1.pak
Therefore I think the ZS recams are missing.
q2dq2recam will be changed for next game.
LoadLibrary (./q2dq2/gamex86.dll)
------- Server Initialization -------
-------------------------------------
Playing Q2dQ2...
Server restarted
Server disconnected, reconnecting
Connecting to localhost...
loopback: challenge
loopback: client_connect




Outer Base
External entities not found. Use bsp entities
Map: base1
Load lights from maps/base1.xplit.
Load_LightFile: add 162 world lights
R_PreCalcLightData: 159 lights

pics

maps/base1.bsp

models/weapons/v_blast/tris.md2

#w_blaster.md2

#w_shotgun.md2

#w_sshotgun.md2

#w_machinegun.md2

#w_chaingun.md2

#a_grenades.md2

#w_glauncher.md2

#w_rlauncher.md2

#w_hyperblaster.md2

#w_railgun.md2

#w_bfg.md2

models/objects/gibs/sm_meat/tris.md2

models/objects/gibs/arm/tris.md2

models/objects/gibs/bone/tris.md2

models/objects/gibs/bone2/tris.md2

models/objects/gibs/chest/tris.md2

models/objects/gibs/skull/tris.md2

models/objects/gibs/head2/tris.md2

models/monsters/infantry/tris.md2

models/deadbods/dude/tris.md2

models/items/healing/stimpack/tris.md

models/ships/strogg1/tris.md2

models/items/armor/shard/tris.md2

models/items/ammo/grenades/medium/tri

models/weapons/v_handgr/tris.md2

models/items/healing/large/tris.md2

models/items/adrenal/tris.md2

models/items/ammo/shells/medium/tris.

models/items/healing/medium/tris.md2

models/items/silencer/tris.md2

models/objects/debris1/tris.md2

models/objects/debris2/tris.md2

models/objects/debris3/tris.md2

models/objects/barrels/tris.md2

models/objects/gibs/head/tris.md2

models/objects/banner/tris.md2

models/monsters/soldier/tris.md2

models/objects/laser/tris.md2

models/weapons/g_shotg/tris.md2

models/weapons/v_shotg/tris.md2

models/items/armor/jacket/tris.md2

models/weapons/v_shotg2/tris.md2

models/weapons/v_machn/tris.md2

models/weapons/v_chain/tris.md2

models/weapons/v_launch/tris.md2

models/weapons/v_rocket/tris.md2

models/weapons/v_hyperb/tris.md2

models/weapons/v_rail/tris.md2

models/weapons/v_bfg/tris.md2

images

client 0

sky

CDAudio: drive ready test - get status failed
level loading time = 5 sec
This recording is by toxy
q2timer v1.11
Exact time was 0:12.9













LoadLibrary (./q2dq2/gamex86.dll)
------- Server Initialization -------
-------------------------------------
********************
ERROR: CM_LeafCluster: bad number
********************
Music shutdown
EFX shutdown
Shutting down OpenAL subsystem
...alcMakeContextCurrent( NULL ): succeeded
...destroying AL context
...closing device
...shutting down QAL
...unloading OpenAL DLL
Cmd_RemoveCommand: moveSelectedLight_right not added
Cmd_RemoveCommand: moveSelectedLight_forward not added
Cmd_RemoveCommand: moveSelectedLight_z not added
ref_gl::R_Shutdown() - ReleaseDC failed

ERROR: CM_LeafCluster: bad number. Hmm could that be it ?

when changing level the engine just stalls with a bad out of sync scrolling view and newer gets farther. Happens in all mods and also in the original game.

If i select any kind of mutisampling it crashes directly to desktop with a glimp error about WGL_MULTISAMPLES_ARB.

Gfx driver is latest WHQL but i tried with an earlier atioglx.dll that fixes some other hard to run engines and same problem there.
Productivity is a state of mind.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

im fix wgl_multisample
ERROR: CM_LeafCluster: bad number
on base1.bsp????
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

Speedrun demo :)

Checking the fixed exe now hang on.
Productivity is a state of mind.
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

ok the cm_leafcluster error seems to be an error in the demo.

base now loads new maps without error but i have to start the renderer with full dynamic lighting off or the world goes all black, i can enable it after and it works fine then but strange non the less.

speedrun demo still not working at level load simply freezes when changing map.

I checked out the code from svn and am looking at it now :)
Productivity is a state of mind.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

svn updated
revelator
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Joined: Thu Jan 24, 2008 12:04 pm
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Re: quake2xp 1.26.3 beta release

Post by revelator »

Thanks m8 ;) checking out.
Productivity is a state of mind.
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

Still problems with full dynamic lighting not working unless i restart the renderer with performance setting or off, works fine after that. (ATI problem ?)
fixed up the rest of the game dll code for the xatrix and rogue mods so that part should be a ok now seems to work atleast. Reformatted the source though so it wont go cleanly into svn :S
havent dared trying multisampling yet but guess i have to :)
Productivity is a state of mind.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

http://yadi.sk/d/yQ-_PQZAFH5br
1 - remove startup demos
2 - fix vcync
3 - mb fix "ERROR: CM_LeafCluster: bad number"
also test on HD5970 all work very nice
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

Yup full dynamic lighting now works :) but now it freezes on map change (scratches head wtf) might be a problem with the latest AMD driver i noticed a few buggers in other games like F.E.A.R where the gfx go all screewy if i enable bullet time hmm...
Productivity is a state of mind.
revelator
Posts: 2621
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: quake2xp 1.26.3 beta release

Post by revelator »

vsync seems to be a problem with AMD drivers (reported by others) when using xfire vsync slows rendering to a crawl or downright crashes.
Just so you know ;) would be pretty irritating fixing a bug just to find out when they finally fix the bug that it breaks again hehe.

And aye i use xfire :S 2x 270 saphire toxic.
Productivity is a state of mind.
Barnes
Posts: 232
Joined: Thu Dec 24, 2009 2:26 pm
Location: Russia, Moscow
Contact:

Re: quake2xp 1.26.3 beta release

Post by Barnes »

yes standard vsync work so bad on some nv cards too. 32fps! But adaptive vsync (WGL_EXT_swap_control_tear) work very good
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