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Optimized .app; builds of ioq3 engine Rate Topic: ***** 4 Votes

Mac64 Snow Leopard support, Fixes and Improvements

#41 User is offline   voidref Icon

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Posted 19 May 2010 - 12:53 AM

Wow, that IS subtle.

Are you running compressed textures?

I don't think I have the knowledge or time to look into problems in the renderer.


PS: For some reason I stopped getting notifications when this thread is updated.

This post has been edited by voidref: 19 May 2010 - 03:54 AM


#42 User is offline   mitsubishi Icon

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Posted 19 May 2010 - 01:02 AM

Most probably those are problems also on upstream (ioquake3 vanilla) [since renderer is unchanged] or a compiler/compiler options issue.

Are you compiling it with any fancy options? [Since even the 'historical' options in Makefile look a bit doubtful] Lately I went the "trust the gcc programmers safe options" way and just used '-O3', and up to a -march=cpu_type and -fpmath=sse at most. [No cryptic options from the gcc 2.96 era and no 'unroll loops' that many report even may slow it down.]

Though I guess for one to be more confident with compiler options could do a test with a right-out -O0 only. [though theoretically up to a 'just -O3' it's considered 'relatively safe' by gcc]


[btw, I even avoided 'fast math' option since according to gcc manual it's not entered in -O3 [automatically] due to reliability issues; I know it had been tested in q3 for years but the compiler version has advanced a lot, i don't understand why it would be reliable, and there is no considerable gain anyway

I guess time for a question to their mailing list]

This post has been edited by mitsubishi: 19 May 2010 - 01:27 AM


#43 User is offline   ObScUrE Icon

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Posted 19 May 2010 - 01:26 AM

Sounds like a pk3 overwrite issue.
delete all *.pk3 files except of this two here zpak000_assets.pk3 zpak000.pk3 this could fix many other problems ,too.

Quote

1. You have wired textures in game example: abbey purple or grey skybox; Austria wrong roof textures (comes from ut4_village)
2. You see canada flags in CTF again a pk3 file that changes games content texture + sound. (comes from ut4_dontgetwet_dev)
3. Your LR300 has a new logo on the side.
4. You can't play against bots because your game crashes in generally bot supported maps (Abbey, etc...)
5. You see Ali3ns, dick heads, chickens, super mario, batman, kyle and other odd looking things?
- That is called funstuff included in maps example: ut4_midnight

This post has been edited by ObScUrE: 19 May 2010 - 01:28 AM

Quote

BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#44 User is offline   mitsubishi Icon

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Posted 19 May 2010 - 01:46 AM

or that:D

#45 User is offline   voidref Icon

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Posted 19 May 2010 - 03:56 AM

View Postmitsubishi, on 19 May 2010 - 01:02 AM, said:

Most probably those are problems also on upstream (ioquake3 vanilla) [since renderer is unchanged] or a compiler/compiler options issue.

Are you compiling it with any fancy options? [Since even the 'historical' options in Makefile look a bit doubtful] Lately I went the "trust the gcc programmers safe options" way and just used '-O3', and up to a -march=cpu_type and -fpmath=sse at most. [No cryptic options from the gcc 2.96 era and no 'unroll loops' that many report even may slow it down.]

Though I guess for one to be more confident with compiler options could do a test with a right-out -O0 only. [though theoretically up to a 'just -O3' it's considered 'relatively safe' by gcc]


[btw, I even avoided 'fast math' option since according to gcc manual it's not entered in -O3 [automatically] due to reliability issues; I know it had been tested in q3 for years but the compiler version has advanced a lot, i don't understand why it would be reliable, and there is no considerable gain anyway

I guess time for a question to their mailing list]


Oops, yeah. I think i did go a bit bonkers on the compiler flags. I'll scale them back and see if anything improves.

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#46 User is offline   P4mp Icon

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Posted 19 May 2010 - 04:35 PM

Does someone has compiled it for 10.5 ?

#47 User is offline   texmex Icon

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Posted 21 May 2010 - 04:12 PM

View PostP4mp, on 19 May 2010 - 04:35 PM, said:

Does someone has compiled it for 10.5 ?


+1 Posted Image

#48 User is offline   Ateamrocks Icon

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Posted 21 May 2010 - 10:41 PM

View Posttexmex, on 21 May 2010 - 04:12 PM, said:

+1 Posted Image


I'll see what I can do. In Re: to my problem, heres the config ;)

Spoiler



I've got tons of other things to do with another UrT project, but I'll see what I can do to get some Graphics readouts ;)

B1

This post has been edited by Ateamrocks: 21 May 2010 - 10:42 PM

B1naryTh1ef
:3

#49 User is offline   Leito Icon

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Posted 29 May 2010 - 08:46 PM

What do I have to do to get Ikalizer functioning properly? Or does it work automatically?

Thanks,
Leito

#50 User is offline   voidref Icon

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Posted 29 May 2010 - 08:57 PM

Unfortunately ikalizer has not been built for the mac, so it will not work.

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