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Optimized .exe; builds of ioq3 engine Rate Topic: ***** 17 Votes

With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..

#1001 User is offline   Nexu Icon

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Posted 08 August 2010 - 05:22 PM

View Postmitsubishi, on 08 August 2010 - 04:59 PM, said:

What is the file you're downloading and what is your card?

ioq3-1788-urt-070810-win32.zip
ioq3-urt.exe adbf41aed1a3754d05fe2e9aab1994bd

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View Postmitsubishi, on 08 August 2010 - 04:59 PM, said:

do /r_motionBlur and r_motionBlurStrength appear on a new config and say the default are 0 and 0.9?

Yes ofc... i should have said that the engine does recognize those 2 commands. But the effects they are supposed to enable are not visible.

#1002 User is offline   mitsubishi Icon

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Posted 08 August 2010 - 05:32 PM

It appears Accumulation Buffer isn't supported on ATI cards which this uses.
--
I had just tested it on an old ATI x600 and similarly it did nothing.
--
Details are sketchy but it may be supported only partly.
--
I asked some experts.

This post has been edited by mitsubishi: 08 August 2010 - 05:51 PM


#1003 User is offline   Nexu Icon

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Posted 08 August 2010 - 05:53 PM

Heh, NVIDIA only feature. Should have told me that earlier :(

#1004 User is offline   mitsubishi Icon

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Posted 08 August 2010 - 05:53 PM

I didn't know. I'll see if the experts come up with any trick that makes it work on ATI.
--
It's possible it may only need adjustments; hopefully.


ahhhbahrrg.. the only scarce info I found was that it's weakly supported in several implementations and most manufacturers assume you'd use GLSL for it.

[it's in the standard of OpenGL 1.5 so they don't have a real excuse]

This post has been edited by mitsubishi: 08 August 2010 - 06:46 PM


#1005 User is offline   versus666 Icon

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Posted 08 August 2010 - 08:10 PM

Guess what ! ^^

A bug report !

ioq3-1788-urt-070810-win32 & ioq3-1788-urt-070810-win32mmx
on WIN2003 32bit with 9800GT

Motion blur is fine but once activated the same problem appends : translucent pink or bright green marks (like oversize burnt pixels on LCD) appears randomly, they don't blink just appear instantly, even on the game menu. Once MB deactivated they disappear.
The Motion blur effect itself is fine.

sysMicroGranularity create a very weird effect once enabled:
cl_drawfps, seta cl_drawping, seta cl_drawpackets, seta cl_drawsnaps are fine, BUT the game is like VERY delayed, like I have a 5000+ ping... Even whey choosing team I stay spec...
FPSmeter (on the top right corner) show 150+ but the display is quite choppy, my ping with the score board is fine (around 20), but the top right lagmeter show many tall yellow spikes.
This effect disappear once I disable MicroGranularity.
Game menu is fine, responsive and unchanged with or without MicroGranularity.

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#1006 User is offline   Nexu Icon

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Posted 08 August 2010 - 08:55 PM

Fateswarm: You know what would be cool for your build. Allow users to make command aliases (like bash). \alias c "connect"

So people can do \c 1.2.34.5
or: \alias pass "password"

#1007 User is offline   mitsubishi Icon

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Posted 08 August 2010 - 11:29 PM

ok we can safely say motion blur is a disaster in the multiplatform area; another guy reported he hasn't seen ati cards supporting the OpenGL 1.5 feature properly.


View Postversus666, on 08 August 2010 - 08:10 PM, said:

BUT the game is like VERY delayed
Game menu is fine

What is your processor?

EDIT: Can you try the latest version? The vars involved are hopefully less likely to overflow. I wouldn't be surprised if it makes no change though in your case.

hm, that's quite severe. There are reports that the windows version of the tools employed to support it may be erratic on multicores but nothing like that, the quirks should at most be like small 'fronts and backs' in time.


View PostNexu, on 08 August 2010 - 08:55 PM, said:

Fateswarm: You know what would be cool for your build. Allow users to make command aliases (like bash). \alias c "connect"

good idea.
--
part of it can be done with /set
e.g.
/set q quit
/vstr q

/set srv connect x.x.x.x:port
/vstr srv

This post has been edited by mitsubishi: 09 August 2010 - 12:45 AM


#1008 User is offline   Nexu Icon

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Posted 09 August 2010 - 12:29 AM

View Postmitsubishi, on 08 August 2010 - 11:29 PM, said:

part of it can be done with /set
e.g.
/set q quit
/vstr q

/set srv connect x.x.x.x:port
/vstr srv

I already do that actually, but it's a hassle when like for connecting to let say same ip but different port or different pass...word. Need to rewrite that whole line.... :tongue:
The purpose would be to reduce the amount of typing... you're a linux user yourself, so you know what i mean :sleep:

This post has been edited by Nexu: 09 August 2010 - 12:30 AM


#1009 User is offline   mitsubishi Icon

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Posted 09 August 2010 - 12:45 AM

Ye, it's only partly there.

View Postversus666, on 08 August 2010 - 08:10 PM, said:

BUT the game is like VERY delayed

Can you try the latest version?

The vars involved are hopefully less likely to overflow.
I wouldn't be surprised if it makes no change though in your case.

#1010 User is offline   versus666 Icon

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Posted 09 August 2010 - 12:48 AM

View Postmitsubishi, on 08 August 2010 - 11:29 PM, said:

What is your processor?

hm, that's quite severe. There are reports that the windows version of the tools employed to support it may be erratic on multicores but nothing like that, the quirks should at most be like small 'fronts and backs' in time.


C2D 2.66GHz, so it's more than enough horsepower to run UrT at constant 125FPS (even thought it seems much more GPU dependent with bloom etc...). With or without bloom the MB is bugged, sadly.

(I'll add a screenshot if you want)

EDIT : Ok, I'll try with the newest version.

This post has been edited by versus666: 09 August 2010 - 12:49 AM


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