View previous topic :: View next topic |
Author |
Message |
Stuart
Joined: 07 Sep 2002
Posts: 35
Location: Poland
|
Posted: Sun Jan 11, 2004 3:31 am Post subject: bugs in FuhQuake v0.31 b650 |
|
|
hi, after installing new version of fuhquake (0.31 Build 650) i have found some bugs :
- gl_detail isn't working correct, when gl_detail is set to 1 textures are blurry; also yellow lamps are red and are blinking (i a'm using 1024x768 mode)
- new command gl_scaleModelTextures thoesen't work on ammo and health boxes (in prev version it was wyrazne but now it is blurry)
please help
p.s. hey Fuh you have added loadcharset command, can you add loadconback command to change conback from console?? |
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Sun Jan 11, 2004 10:07 am Post subject: |
|
|
can you show me a screen shot of this gl_detail 1 error? It looks fine to me. You should download the new installer, the luma texture format has changed and some old ones won't look correct anymore. All the lumas in the new installer will work nicely. About the blinking, hope this wasnt because I removed gl_depthhack. Try making gl_depthhack 0 in 0.30 and see if you get problems. |
|
Back to top |
|
|
Urgefor
Joined: 22 Dec 2002
Posts: 117
|
Posted: Sun Jan 11, 2004 10:32 am Post subject: |
|
|
New installer???? |
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Sun Jan 11, 2004 10:36 am Post subject: |
|
|
yeh, no news post about it yet but its on the download page |
|
Back to top |
|
|
mako
Joined: 02 Dec 2003
Posts: 27
|
Posted: Mon Jan 12, 2004 6:59 am Post subject: |
|
|
yep i have discovered some very interesting effects with gl_detail 1 in fuh 0.31
it happens in your new installer fuh and in my own install which uses no 24bit map textures, its one of them new gl_ commands in degeneration-1
degeneration-2 aliases in your faq, degeneration-3 works as you'd expect
CLICKING ON LINKS WILL NOT WORK.
COPY THE LINK TO ANOTHER BROWSER.
SORRY
take a look
1st pic is gl_detail 0
http://www.angeltowns.com/members/getsomesleep/fuhquake031.jpg
2nd pic is gl_detail 1
http://www.angeltowns.com/members/getsomesleep/fuhquake032.jpg
i tried a new map load and a qw restart after cfg_save and it still happens
before you say gl_detail 1 is not usefull while using software emulation i know and dont need to use it but i thought id mention it.
my cfg
http://www.angeltowns.com/members/getsomesleep/mako_gl.zip
Last edited by mako on Mon Jan 12, 2004 7:08 am; edited 3 times in total |
|
Back to top |
|
|
Mick
Joined: 05 Apr 2003
Posts: 151
|
Posted: Mon Jan 12, 2004 7:01 am Post subject: |
|
|
<-- huh!?!
_________________
mick.starthotel.dk
#zfl #quakeworld #fuhquake #serv-u |
|
Back to top |
|
|
mako
Joined: 02 Dec 2003
Posts: 27
|
Posted: Mon Jan 12, 2004 7:02 am Post subject: |
|
|
lol that was fast and yea wtf ill try fix
OK YOU CANNOT JUST CLICK ON THE LINK YOU HAVE TO COPY THE LINK TO ANOTHER BROWSER, SOMEBODY GIVE ME SOME DECENT WEBSPACE!
/ME SHOUTS AT ANGELTOWNS |
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Mon Jan 12, 2004 12:28 pm Post subject: |
|
|
mako : it seems to me you were using gl_texturemode gl_nearest with that screenshot of gl_detail 1 . If this is the case it's supposed to look really bad. Try using it just with normal textures and gl_texturemode gl_linear_mipmap_nearest (or whatever). |
|
Back to top |
|
|
mako
Joined: 02 Dec 2003
Posts: 27
|
Posted: Tue Jan 13, 2004 5:23 am Post subject: |
|
|
yes indeed both pictures are taken with gl_nearest (which is what i want, imo movemnet its slightly more responsive)
and yes gl_linear_mipmap_nearest does remove the fuzzy TV reception effect which is nice to know, just wondered if it was meant to be that way, in any case we/i now know and im happy
nice release |
|
Back to top |
|
|
Guest
|
Posted: Tue Jan 13, 2004 11:07 am Post subject: |
|
|
hehe classic case of placebo: how can a texture filter affect movement |
|
Back to top |
|
|
mako
Joined: 02 Dec 2003
Posts: 27
|
Posted: Tue Jan 13, 2004 8:32 pm Post subject: |
|
|
gl_nearest seems to make rendereing faster (not fps wise) reduceing gfx update lagg/delay making the mouse feel more free and responsive, its not that noticeable in qw but in q3 it is, maybe it just alters the sensitivity some how but imo it just feels different, also it can make images slightly crispser and brighter again more so in q3 (my qw cfg feels/loooks very close to my q3 cfg) |
|
Back to top |
|
|
Qwak
Joined: 14 Oct 2003
Posts: 4
Location: Hungary, Budapest
|
Posted: Wed Jan 14, 2004 9:26 am Post subject: new logo |
|
|
while alt-tab you can see the fuh-quake icon blurred, however the shortcuts icon is fine. i think you have used the smaller icon for the program icon. the previous one in fuh 0.30 was clear. |
|
Back to top |
|
|
Guest
|
Posted: Thu Jan 15, 2004 11:19 am Post subject: |
|
|
your choice of texture filter will not affect input, also gl_nearest is one of the slower filters |
|
Back to top |
|
|
neooffs
Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil
|
Posted: Thu Jan 15, 2004 10:05 pm Post subject: |
|
|
gl_detail on fuhquake 0.31
using GL_LINEAR_MIPMAP_NEAREST
Radeon 9600PRO, Windows 2000 SP4
it was working on 0.30
_________________
deviantART rules |
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Thu Jan 15, 2004 10:49 pm Post subject: |
|
|
Neoffs, can you do -condebug and start fuhquake (delete old qconsole.log).
then in console type
/gl_strings
then quit and send me the log. |
|
Back to top |
|
|
neooffs
Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil
|
Posted: Thu Jan 15, 2004 11:03 pm Post subject: |
|
|
here it is:
Code: |
Console initialized
Winsock initialized
Security module initialized
Video mode 1024x768x32 initialized
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9600 x86/SSE2
GL_VERSION: 1.4.4063 Win2000 Release
Multitexture extensions found
Enabled 2 texture units on hardware
Texture compression extensions found
Vsync control extensions found
DirectInput initialized
Mouse smoothing initialized
DirectSound initialized
Exe: 23:44:45 Jan 1 2004
Hunk allocation: 32.0 MB.
FuhQuake version 0.31 (build 650)
wwwfuhquakenet
FuhQuake Initialized
QW initialized
εψεγυτεδ servers.cfg
εψεγυτεδ _aliases.cfg
εψεγυτεδ _say.cfg
εψεγυτεδ _binds.cfg
]/gl_strings
gl_strings : default value is ""
current value is "GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9600 x86/SSE2
GL_VERSION: 1.4.4063 Win2000 Release
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_pn_triangles GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_ARB_shading_language_100 GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_NV_point_sprite GL_ARB_point_sprite GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_Sset vid_displayfrequency 85
"
]/quit |
_________________
deviantART rules
|
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Thu Jan 15, 2004 11:50 pm Post subject: |
|
|
oops I know this bug. I fixed it a few weeks ago but accidentally compiled the v0.31 without the fix
You can probably make it work if you open detail.png and cut out any 15x15 pixels, make a new image with that 15x15, then resize that image to 256x256 and save over the old detail.png . it will be a low resolution gl_detail 1, but will still work. probably best just to use 0.30 for a while. |
|
Back to top |
|
|
neooffs
Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil
|
Posted: Fri Jan 16, 2004 1:41 am Post subject: |
|
|
ok, I will wait for a new version without using the gl_detail...
anyway, now that I've got your attention, can you say how can I fix this problem?
if I try to use a -conwidth and -conheight different than the current resolution the chars get all messy like this...
otherwise, if I use a 640x480 resolution and a -conwidth 640 all goes well...
I dont know if it's my graphics card problem, because I bought it recently, all I know is that the original zquake dont do this...
_________________
deviantART rules |
|
Back to top |
|
|
fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
|
Posted: Fri Jan 16, 2004 2:00 am Post subject: |
|
|
I wrote an article on why only some values of conwidth/conheight look good. its stickied in the 24bit forum. |
|
Back to top |
|
|
mako
Joined: 02 Dec 2003
Posts: 27
|
Posted: Fri Jan 16, 2004 3:49 am Post subject: |
|
|
Quote: |
your choice of texture filter will not affect input, also gl_nearest is one of the slower filters |
like im gona believe an anon with no facts to back it up
im only going by how it feels and it feels better with gl_nearest
even if there was proof thats gl_nearest is the slowest method which i dont believe it is i wouldnt change because of its feel.
|
|
Back to top |
|
|
|