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Some hint on Mitsubishi optimized exe. Rate Topic: -----

#61 User is offline   lebbra Icon

  • Account: lebbra
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Posted 02 May 2010 - 04:31 PM

Hi, I solved Lucid Lynx 64bit problems thanks to ioq3 executable!

I just have a new "problem":
normally I use "\" key to pull console down, and "ESC" key to pull up. In ioq3 with console down, the ESC keystroke instead to pull the console up, it toggles the HUD on/off.
A workaround is to write \toggleconsole into the console itself, but it is quite boring...
Some hint?
tnx.

This post has been edited by lebbra: 02 May 2010 - 04:32 PM

aka Dead f.S. - aka |CoN|-=V0l3ur=-, Playing UrT from 2001 - RedCap bot Developer

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#62 User is offline   mitsubishi Icon

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Posted 02 May 2010 - 08:26 PM

here it goes up if i hit the console key again.

#63 User is offline   lebbra Icon

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Posted 02 May 2010 - 09:57 PM

View Postmitsubishi, on 02 May 2010 - 08:26 PM, said:

here it goes up if i hit the console key again.


If I hit the console again, I simply write "\" in console.
no problem anyway I'll found a solution...:wink:
tnx for your good job.
aka Dead f.S. - aka |CoN|-=V0l3ur=-, Playing UrT from 2001 - RedCap bot Developer

[img]http://www.dead.it/UrT/logop.png[/img]

#64 User is offline   Yaroze Icon

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Posted 05 May 2010 - 04:58 PM

I use Shift+Escape to toggle the console :)
Kinda have too since i dont use US keyboard-layout :D

#65 User is offline   s7habo Icon

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Posted 11 May 2010 - 09:33 AM

Just testing your optimised binary on my Ubuntu 9.10 64bit and must say it works great! It's even faster than native binary.

Except mouse sensitivity (I had to setup much higher value then before) there was no other issues affecting the game!

Thx for your efforts!

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#66 User is offline   mitsubishi Icon

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Posted 11 May 2010 - 11:19 AM

input changes are most probably normal; SDL support was at its infancy in ioquake3 when iourt was made.

#67 User is offline   davygrvy Icon

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Posted 15 May 2010 - 09:29 PM

mitsubishi,

Thanks for the great work! Seems faster for me on Ubuntu 10.04 LTS. I'm having one problem, though. In CTF games, the sound location for when a flag is stolen or returned is now at the location of the flag rather than global. Is there a c_var for this?

#68 User is offline   mitsubishi Icon

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Posted 15 May 2010 - 09:31 PM

I don't think so but check the [behavior of the] sound system in use. s_useopenal 1 enables OpenAL, 0 goes to basic sound system [requires restart of game after change].

and their vars. [openal has various]

[/s_info reports the system in use]

This post has been edited by mitsubishi: 15 May 2010 - 09:39 PM


#69 User is offline   davygrvy Icon

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Posted 23 May 2010 - 08:56 AM

View Postmitsubishi, on 15 May 2010 - 09:31 PM, said:

... and their vars. [openal has various]


OpenAL is now off and things appear correct, but haven't tried casa which is where I noticed the problem. What are the addition vars for OpenAL? I didn't see them listed in your dox. Am I just missing knowledge of a command to list them for me?

This post has been edited by davygrvy: 23 May 2010 - 09:12 AM


#70 User is offline   mitsubishi Icon

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Posted 23 May 2010 - 01:27 PM

From the ioq3 readme:

s_useOpenAL - use the OpenAL sound backend if available
s_alPrecache - cache OpenAL sounds before use
s_alGain - the value of AL_GAIN for each source
s_alSources - the total number of sources (memory) to
allocate
s_alDopplerFactor - the value passed to alDopplerFactor
s_alDopplerSpeed - the value passed to alDopplerVelocity
s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
each source
s_alMaxDistance - the maximum distance before sounds start
to become inaudible.
s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
source
s_alGraceDistance - after having passed MaxDistance, length
until sounds are completely inaudible
s_alDriver - which OpenAL library to use
s_alDevice - which OpenAL device to use
s_alAvailableDevices - list of available OpenAL devices


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