From brendanburns at attbi.com Thu May 9 21:57:51 2002 From: brendanburns at attbi.com (Brendan Burns) Date: 09 May 2002 21:57:51 -0400 Subject: Release 0.11 Message-ID: <1020995871.589.12.camel@epiphany> Hey folks, I got around to putting together a source release. If you're not running the head of the CVS tree, download it and check it out. hilights include: * Quake2 Dedicated Server Support * Fix for a key (not)repeating bug under X11 and GLX * libaRts sound support * Adjustable GLX gamma Well that's everything actually ;-) Thanks to everyone who contributed. Let me know about any bugs or problems! --brendan From jago at telefragged.com Fri May 10 18:39:22 2002 From: jago at telefragged.com (Dan Naumov) Date: Sat, 11 May 2002 01:39:22 +0300 Subject: quake2-r0.11 and FreeBSD Message-ID: <20020511013922.7c2902c1.jago@telefragged.com> Hello. I just though I'd let you know I got your Quake2 port to compile and work under FreeBSD 4.5-STABLE. As I only have an NVIDIA card, theres no OpenGL acceleration, but it works and has sound 8) However, in order to compile quake2, I had to hack the Makefile to use "sdl11-config" in places where you used "sdl-config", it also barfed at me since it couldn't find the GL headers (although the Makefile was pointing at the correct directories) so I simply disabled building anything GL-related seeing as I don't have working OpenGL anyways. There's also a typo in the README (the FAQ section). It's "EraserBot" and not "ErasorBot" ;) I am using sdl-1.2.4_1 (built from ports) and XFree 4.2.0 using the "nv" driver. Just though you should take note of this "sdl-config" thing when you make a new release. Thanks a lot for your work, I await your future releases. Sincerely, Dan Naumov aka Jago From icculus at clutteredmind.org Sat May 11 05:05:29 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sat, 11 May 2002 05:05:29 -0400 (EDT) Subject: [quake2] quake2-r0.11 and FreeBSD In-Reply-To: <20020511013922.7c2902c1.jago@telefragged.com> Message-ID: > However, in order to compile quake2, I had to hack the Makefile to use > "sdl11-config" in places where you used "sdl-config", it also barfed This problem came up on the SDL mailing list a few weeks ago in relation to a different project. It's a pain, since it breaks just about every SDL-based project in existance. The quickest fix is to symlink sdl11-config to sdl-config (although isn't there an SDL 1.2 port for FreeBSD?), since it will save you trouble with building other projects. --ryan. From jago at telefragged.com Sat May 11 06:36:26 2002 From: jago at telefragged.com (Dan Naumov) Date: Sat, 11 May 2002 13:36:26 +0300 Subject: [quake2] quake2-r0.11 and FreeBSD In-Reply-To: References: <20020511013922.7c2902c1.jago@telefragged.com> Message-ID: <20020511133626.72d8cead.jago@telefragged.com> On Sat, 11 May 2002 05:05:29 -0400 (EDT) "Ryan C. Gordon" wrote: > The quickest fix is to symlink sdl11-config to sdl-config (although isn't there an SDL 1.2 port for FreeBSD?), since it will save you trouble with building other projects. > Err, as I mentioned in my previous email, I DO have SDL 1.2 installed, namely sdl-1.2.4_1. I've just double-checked and it appears that the file: "/usr/local/bin/sdl11-config" is indeed a part of the sdl-1.2.4_1 package. I've also checked that it's not just my installation, I asked some people to check their SDL installs and they too, had "sdl11-config" Every other SDL-using thing I've encountered has compiled fine, the only thing that gave me problems was the Quake2 port. Sincerely, Dan Naumov From icculus at clutteredmind.org Sat May 11 06:59:42 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Sat, 11 May 2002 06:59:42 -0400 (EDT) Subject: [quake2] quake2-r0.11 and FreeBSD In-Reply-To: <20020511133626.72d8cead.jago@telefragged.com> Message-ID: > Err, as I mentioned in my previous email, I DO have SDL 1.2 installed, > namely sdl-1.2.4_1. I've just double-checked and it appears that the > file: "/usr/local/bin/sdl11-config" is indeed a part of the > sdl-1.2.4_1 package. Doh; I'll read more carefully next time. :) --ryan. From brendanburns at attbi.com Sat May 11 11:58:45 2002 From: brendanburns at attbi.com (Brendan Burns) Date: 11 May 2002 11:58:45 -0400 Subject: [quake2] quake2-r0.11 and FreeBSD In-Reply-To: <20020511133626.72d8cead.jago@telefragged.com> References: <20020511013922.7c2902c1.jago@telefragged.com> <20020511133626.72d8cead.jago@telefragged.com> Message-ID: <1021132726.589.0.camel@epiphany> Dan, Thanks for the advice, I'll add in an if-else statement to find the proper file... --brendan From vvs at auto.bnm.org Thu May 16 08:23:30 2002 From: vvs at auto.bnm.org (Victor Shkamerda) Date: Thu, 16 May 2002 15:23:30 +0300 Subject: Dynamic lights with multitexture Message-ID: Hi, Does anybody have any idea why using dynamic lights together with OpenGL multitexture extension caused such bad performance hit? I don't believe that it's something inevitable because Quake 3 works just fine in such configuration. I'd like to fix it but don't see how to profile such thing. With best regards, Victor Shkamerda -- DISCLAIMER: Any e-mail messages from the National Bank of Moldova are sent in good faith, but shall not be binding nor construed as constituting any obligation on the part of the Bank. The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material If you received this in error, please contact the sender and delete the material from any computer. From maxwell at 101freeway.com Fri May 17 03:55:08 2002 From: maxwell at 101freeway.com (Hampton Maxwell) Date: Fri, 17 May 2002 00:55:08 -0700 Subject: [quake2] Dynamic lights with multitexture References: Message-ID: <3CE4B75C.4050205@101freeway.com> I just tested it and it does seem extreme: 175 -> 144 fps. I do remember that back when I was playing on Windows dynamic lighting only caused a 1-2 fps hit on a Voodoo 2 system, so this is probably a new issue. Try one of the older releases and see if this was caused by a patch, that would probably be easier to track down. Hampton Victor Shkamerda wrote: > Hi, > > Does anybody have any idea why using dynamic lights together with OpenGL multitexture > extension caused such bad performance hit? I don't believe that it's > something inevitable because Quake 3 works just fine in such configuration. I'd like to > fix it but don't see how to profile such thing. > > With best regards, > Victor Shkamerda > From vvs at auto.bnm.org Fri May 17 04:04:41 2002 From: vvs at auto.bnm.org (Victor Shkamerda) Date: Fri, 17 May 2002 11:04:41 +0300 Subject: [quake2] Dynamic lights with multitexture Message-ID: >>> maxwell at 101freeway.com 05/17/02 10:55AM >>> >issue. Try one of the older releases and see if this was caused by a >patch, that would probably be easier to track down. I believe it was introduced in version 3.21 with support for multitexture extension. The latest official Id version was 3.20 and it didn't suppot that extension. With best regards, Victor Shkamerda -- DISCLAIMER: Any e-mail messages from the National Bank of Moldova are sent in good faith, but shall not be binding nor construed as constituting any obligation on the part of the Bank. The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material If you received this in error, please contact the sender and delete the material from any computer. From christy at jlab.org Fri May 17 11:36:06 2002 From: christy at jlab.org (Michael Christy) Date: Fri, 17 May 2002 11:36:06 -0400 (EDT) Subject: [quake2] Dynamic lights with multitexture In-Reply-To: <3CE4B75C.4050205@101freeway.com> Message-ID: Well I'm not sure that this is relevant, but I noticed that turning on dynamic lights had a huge impact on my Alpha box. Strangely, this was ONLY true when running as non-root. I would be very interested to see if the problem persists when running as root. -Eric Christy On Fri, 17 May 2002, Hampton Maxwell wrote: > I just tested it and it does seem extreme: 175 -> 144 fps. I do > remember that back when I was playing on Windows dynamic lighting only > caused a 1-2 fps hit on a Voodoo 2 system, so this is probably a new > issue. Try one of the older releases and see if this was caused by a > patch, that would probably be easier to track down. > > Hampton > > Victor Shkamerda wrote: > > Hi, > > > > Does anybody have any idea why using dynamic lights together with OpenGL multitexture > > extension caused such bad performance hit? I don't believe that it's > > something inevitable because Quake 3 works just fine in such configuration. I'd > like to > > fix it but don't see how to profile such thing. > > > > With best regards, > > Victor Shkamerda > > > > > From vvs at auto.bnm.org Sat May 18 01:32:47 2002 From: vvs at auto.bnm.org (Victor Shkamerda) Date: Sat, 18 May 2002 08:32:47 +0300 Subject: [quake2] Dynamic lights with multitexture Message-ID: >>> christy at jlab.org 05/17/02 06:36PM >>> >Well I'm not sure that this is relevant, but I noticed that >turning on dynamic lights had a huge impact on my Alpha box. Did setting gl_ext_multitexture to 0 (and vid_restart) help? -- DISCLAIMER: Any e-mail messages from the National Bank of Moldova are sent in good faith, but shall not be binding nor construed as constituting any obligation on the part of the Bank. The information transmitted is intended only for the person or entity to which it is addressed and may contain confidential and/or privileged material If you received this in error, please contact the sender and delete the material from any computer. From christy at jlab.org Sat May 18 11:22:22 2002 From: christy at jlab.org (Eric Christy) Date: Sat, 18 May 2002 11:22:22 -0400 Subject: [quake2] Dynamic lights with multitexture References: Message-ID: <3CE671AE.97E767E7@jlab.org> > >>> christy at jlab.org 05/17/02 06:36PM >>> > >Well I'm not sure that this is relevant, but I noticed that > >turning on dynamic lights had a huge impact on my Alpha box. > > Did setting gl_ext_multitexture to 0 (and vid_restart) help? > Yes, this helped performance. However, there is now a diagonal red streak across half the screen, occasionally. -Eric Christy From sunderwo at knox.edu Thu May 30 23:28:47 2002 From: sunderwo at knox.edu (Sean Underwood) Date: Thu, 30 May 2002 22:28:47 -0500 Subject: memory raster? Message-ID: <3CF6EDEF.9070305@knox.edu> Say hi to the new guy, everyone =D This summer I'm going to be doing some research in computer vision and environment navigation, and since I have neither the time nor the money to make a real robot, I'll need to do the research using a simulation. I'm looking at using the Linux port of the Quake 2 engine as a basis for the simulation. In order to do it, I'll need to be able to give the softaware I'll be working on a bitmapped image of the stuff it can see. To that end, I have a question: Do any of the display methods that the Linux Quake 2 port uses ever store a completed image of what the player can see in some easily-reachable place? Thanks -Bastian From icculus at clutteredmind.org Fri May 31 02:07:56 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Fri, 31 May 2002 02:07:56 -0400 (EDT) Subject: [quake2] memory raster? In-Reply-To: <3CF6EDEF.9070305@knox.edu> Message-ID: > Do any of the display methods that the Linux Quake 2 port uses ever > store a completed image of what the player can see in some > easily-reachable place? You can access the display's surface (a linear, 8-bit palettized framebuffer) if you use the SDL target. If you use the OpenGL target, you could add a call to glReadPixels() to see what's in the framebuffer, which will slow the engine quite a bit if you do it every frame, but will give you a considerably higher quality image (if that's important). --ryan.