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#781 17 сентября 2010 в 02:53
drill_sarge and G-Man:<br />I will back to VS2008 :(
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
drill_sarge
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#782 18 сентября 2010 в 14:20
nice. could you upload the last build you made with vs2008? I have only found a very old version and the files you uploaded to mail.ru are all gone.<br /><br />
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#783 19 сентября 2010 в 08:59
http://files.mail.ru/OGBZLL<br />latest q3bers builded in VS2008 ;)
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
drill_sarge
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#784 19 сентября 2010 в 11:17
thank you. this one works fine :).<br /><br />edit:<br />ATI has really shit OpenGL drivers. they are much slower in Q3Bers than on nvidia :(
Johnny
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#785 25 сентября 2010 в 03:39
Hello there berserker, and great job, this mod seriously pwns.. I saw it on youtube, therefore I decided to give it a try..<br />Unfortunatelly I&#39;m a newbie here, so I&#39;m facing some problems.. (I can&#39;t understand russian, so I use google translation too)<br /><br />At first I downloaded the GT pack from the Defrag Competition site I found on the net, I copied my *.paks from my 1.32 quake folder and made a dedicated one for Q3Bers..<br />So far so good, but it wouldn&#39;t load on my laptop (got an x1400).. Then I moved all the folder itself to a desktop I have around here (which has an ATi HD37** series and I figured it would support the shaders, since the console shot errors about linking them)<br /><br />Anyhow, I managed to run the game and load a map or two, I must say that I am impressed with the work done (yeah, that&#39;s what quake 4 should&#39;ve been, not a lousy single player, but your q3a hi-res overhaul), however it seems that certain flags, lamp-posts, special effects like the ones in campground&#39;s pillars and machinegun/shotgun wall-marks, are appearing as white rectangles material (from my experience , it&#39;s missing texture, right?).. I tried getting the last engine build from this thread, searching for updated or newer random *.pk3&#39;s on this thread, shot them in, but no cigar..<br /><br />here&#39;s what I&#39;m facing:<br /><br /><br />Also 2 followup questions:<br />1) Does every map require these *.lit (As far as I understand, they&#39;re lighting data, right?) to be playable? If no, what&#39;s the difference if the file is not present but the map is (or dealing with a custom map)?<br />2) The game cuts the screen when over 1024x768 (1280x1024 is a solid example, almost half of the accept button is cut on the menu screen), is this a treat of the renderer? Have you looked this issue into depth? As far as I remember even vanilla quake had this issue - plus CPMA&#39;s AA and AF options wouldn&#39;t change anything in quality.. Any insight on how to fix it? (At least the resolution cropping issue)<br /><br />Many thanks in advance : )
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#786 25 сентября 2010 в 05:32
Hi Johnny,<br />First: if game can&#39;t load, please send me q3b_console.log maked by<br />q3bers +set logfile 2<br />Second: don&#39;t ignore latest video drivers&nbsp; ;)<br />Third: write to q3b_config.cfg:&nbsp; seta sv_pure 0<br /><br />I see flag on screenshot. It came from which pak? Material not adapted for q3/q3bers shader system?<br /><br />
1) Does every map require these *.lit (As far as I understand, they&#39;re lighting data, right?) to be playable? If no, what&#39;s the difference if the file is not present but the map is (or dealing with a custom map)?
<br />Right, *.lit file - for lights override (for better lighting and more high fps). Some Q3 maps not contains any lights. You can see difference if you run the game with and without *.lit&nbsp; ;D<br /><br />
2) The game cuts the screen when over 1024x768 (1280x1024 is a solid example, almost half of the accept button is cut on the menu screen), is this a treat of the renderer? Have you looked this issue into depth? As far as I remember even vanilla quake had this issue - plus CPMA&#39;s AA and AF options wouldn&#39;t change anything in quality.. Any insight on how to fix it? (At least the resolution cropping issue)
<br />Hmm, video system bug (drivers or/and monitor)? Never heard about this bug&nbsp; :o<br />What monitor you have? Latest drivers? Other games in 1280-1024 (quake, quake2, other...) has this bug?
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Johnny
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#787 25 сентября 2010 в 06:01
[quote author=Берсеркер link=topic=429.msg13940#msg13940 date=1285392737]<br />Hi Johnny,<br />First: if game can&#39;t load, please send me q3b_console.log maked by<br />q3bers +set logfile 2<br />Second: don&#39;t ignore latest video drivers&nbsp; ;)<br />Third: write to q3b_config.cfg:&nbsp; seta sv_pure 0<br /><br />I see flag on screenshot. It came from which pak? Material not adapted for q3/q3bers shader system?<br />Right, *.lit file - for lights override (for better lighting and more high fps). Some Q3 maps not contains any lights. You can see difference if you run the game with and without *.lit&nbsp; ;D<br />Hmm, video system bug (drivers or/and monitor)? Never heard about this bug&nbsp; :o<br />What monitor you have? Latest drivers? Other games in 1280-1024 (quake, quake2, other...) has this bug?<br />[/quote]<br /><br />The very first issue I think that has to do with the outdated graphic card of the laptop (ATI x1400), but I&#39;ll be happy to submit the log once I tinker with the laptop a bit further.. As far as sv_pure, the packages do load - but I wrote it just in case, still no avail..<br /><br />I&#39;m not sure if it&#39;s not adapted, since the youtube videos both on DM1 and DM16 do not have that missing texture problem.. (on DM16 the wings of the skull-light above the rail platform are white)<br />I tried redownloading Q3bers, but it didn&#39;t solve the issue.. with r_ppl 0 , everything appears to be fine, no missing texture..<br />I also tried with no external packages, but got the same problem, therefore the conflict must be surelly elsewhere..<br /><br />Regarding *.lit, in fact several maps are quite dark, but the feeling is lovelly.. hopefully we&#39;ll see more of these coming.. DM6 is lovelly even without lights :D<br />(I hope you&#39;re updating this frequently, like I the Q2@Bers project I saw at you blog, hehe)<br /><br />About the bug regarding the video system now..<br />I have had this problem on both ATi and nVidia cards, this rig has a an HD36** or 35** series, can&#39;t remember exactly.. but the system recognises it as an HD2600 due to the hotfix ATi has rolled for these cards.. (which is also a pity, because it doesn&#39;t have many updates)<br />The second system (my primary PC, that I unfortunatelly have in a remote town where I study) has an 8800GTS 512MB with the latest drivers, faces the same issue above 1024x768 resolution (a fair amount cropped from the right, effectivelly hiding half of the right menu button).. -this persists even on CPMA-<br />Both monitors are LG Flatrons, 17&quot; and 19&quot; respectivelly.. though I&#39;ve tried syncing them, it just centers the picture and I get &quot;cuts&quot; both from left and right - and a messed up desktop positioning, so I have to re-autosync the monitor.. My guess is that it messes the aspect ratio and possibly generates more width than required.. I could describe it as, if the game assumes that 1280x1024 should be treated as 16:9 and not 4:3.. :P<br />-I haven&#39;t got quake1 or 2, but on most machines I have ran Q3 , this effect is present..- : /<br /><br />Well, here the screen is small, so I have no problem playing on 1024x768.. I&#39;m mainly concerned about the textures issue..<br />By any chance, do you have any previous works of the textures that come along with Q3@Bers? As you&#39;ve seen, it&#39;s not only the flag, but also the circle below it (how they call it.. campground has it on it&#39;s pillars at the armor area)<br />I&#39;m taking a guess that it may be under the sfx folder, or in some *.pk3 but I can&#39;t put my finger on it.. it&#39;s also the bullet holes on the wall (impact marks), the electric cables (the ones that are in parallel row, if you look at the ceiling, before you jump down for the quad) at Q3DM6 quad-yard, the grids with lava below them and so on.. Any clue? I can post more screenshots if you want it more simple
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#788 25 сентября 2010 в 17:17
Some 10.* ATI drivers has bug. For example - flag with white holes on your screenshot. Newer driver works correctly ;)<br />Do you have the latest driver?<br /><br />Regarding 1280x1024:<br />please check this effect on other machines.<br />I know only one similar effect, with 1280x1024: q3 menu cutting at right edge. It is ui.qvm/dll bug.<br />But I not heard about cutting top and below edges!<br />PS: windowed 1280x1024 cutting edges too?<br />PPS: send me log and q3b_config.cfg.<br />
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
Johnny
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#789 25 сентября 2010 в 22:42
[quote author=Берсеркер link=topic=429.msg13944#msg13944 date=1285435057]<br />Some 10.* ATI drivers has bug. For example - flag with white holes on your screenshot. Newer driver works correctly ;)<br />Do you have the latest driver?[/quote]<br /><br />As far as I recall, I last tinkered with the drivers over 5-6 months ago, so it should be outdated - I&#39;ve had several issues with Quake Live in that gfx, so I indeed had the drivers downgraded.. I also noticed it was kinda fishy, since with &quot;\r_ppl 0&quot; no white textures ever appeared, that would only mean that it wasn&#39;t a missing texture, but it could be somewhere in the renderer.. Since I&#39;ve already seen how picky it can get with the card, drivers are to be assumed next - thanks for bringing this up, I&#39;m gonna test it tomorrow and provide feedback (I&#39;ll also get to test on on my 8800GTS rig soon)<br /><br />[quote author=Берсеркер link=topic=429.msg13944#msg13944 date=1285435057]Regarding 1280x1024:<br />please check this effect on other machines.<br />I know only one similar effect, with 1280x1024: q3 menu cutting at right edge. It is ui.qvm/dll bug.<br />But I not heard about cutting top and below edges!<br />PS: windowed 1280x1024 cutting edges too?<br />PPS: send me log and q3b_config.cfg.<br />[/quote]<br /><br />No, no upper and lower edges are being cut.. What I spoke of was also the right edge, I only added that you can make the monitor auto-position (aka the auto-sync alot monitors have) the image display.. Much like you do when you install a fresh OS, but is somehow appears that it just centers the already wider display and also messes the desktop display position when you quit Q3.. I&#39;m glad to hear that it&#39;s a known bug, is it something you might be able to fix in the renderer?<br />Also, no, windowed mode is not cutting the edges other than the known right one.. I merelly went to windowed mode because, if you try to printscreen with fullscreen, you&#39;ll only get a gray screen in your clipboard (another old issue from our beloved Q3), therefore I just maximized the window, and quickly cropped the picture just to show the original problem from the desktop..<br /><br />Also another final question:<br />If I run a modification like CPMA over the Q3Bers engine, when I try to load a match in skirmish, it stucks for a few moments at &quot;Awaiting Gamestate&quot; and then shoots me back at the main menu.. This also happens with lesser mods like the original Freezetag.. However if I launch a dedicated server via command line, and then hop into game, I can join on the server normally without problems.. Any clue what could be causing that behavior? Mods are supported, no?
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#790 26 сентября 2010 в 06:13
No, no upper and lower edges are being cut..
<br />Oh, I did not understand you&nbsp; :) Your screenshot was cutted at the top and lower edges...<br />&quot;Cutted right edge&quot; is ui.qvm/dll bug, not render bug!<br />May be, I can to fix it for Q3 UI, but not for other mods.<br /><br />
Also another final question:
<br />try to increase memory allocations:<br />seta com_hunkmegs &quot;512&quot;<br />seta com_zoneMegs &quot;128&quot;<br />
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.