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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Thu Feb 11, 2010 10:32 pm    Post subject: Re: SuperDuper Quake is back and better than EVER! Reply with quote

*BUMP* Smile

hondobondo has released a small update for SDQuake.

http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-26-patch

hondobondo wrote:

Extract to your sdquake dir and overwrite all. New Monsters New Weapons Some kind of weird bug


P.S.: This is a bit off topic but...
I´ve been recently playing sqquake under Linux with my ATI 4670 using the opensource radeon drivers and performance was really nice.
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MeTcHsteekle



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PostPosted: Fri Feb 12, 2010 11:38 pm    Post subject: Reply with quote

i got an error on the start map saying G_plasma.mdl is not prechased or some model with the update :S
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Sat Feb 13, 2010 3:18 am    Post subject: Re: SuperDuper Quake is back and better than EVER! Reply with quote

hondobondo wrote:

to get the cel-shading engine and the old version of sdquake, search for sdquake20.exe on google. it's on filefront.
http://quakeone.com/forums/quake-talk/quake-central/4281-superduper-quake-2-0-out-2.html

So cel-shading is not possible with the newer version of superduper quake ? That would be sad. I like the cell shading look.
quote]

that's not what i meant. the engine is in that archive, but you can use it with any version of the mod
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Sat Feb 13, 2010 3:22 am    Post subject: sorry Reply with quote

MeTcHsteekle wrote:
i got an error on the start map saying G_plasma.mdl is not prechased or some model with the update :S

i was trying to remove some stuff that wasn't used but i guess it was. it's an easy fix in weapons.qc.

add these two lines to W_Precache = {

precache_sound("weapons/whoosh1.wav");
precache_model("progs/g_plasma.mdl");

and run qcc.bat
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Feb 13, 2010 12:59 pm    Post subject: Reply with quote

Applied the 2.6 patch and DarkPlaces started to hang my entire machine(!) during demo1 playback(!!!). Reverted to 2.5 and everything is running normal now.
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Sat Feb 13, 2010 9:50 pm    Post subject: weird Reply with quote

frag.machine wrote:
Applied the 2.6 patch and DarkPlaces started to hang my entire machine(!) during demo1 playback(!!!). Reverted to 2.5 and everything is running normal now.


new patch (2.666) fixes all of the annoying bugs i could find, including the turret bug, player robot model/ring of power/ unprecached sounds... anything else?
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Sun Feb 14, 2010 10:15 pm    Post subject: Re: weird Reply with quote

Haven't had a complete freeze with 2.6 patch on my windows machine. For me a short gameplay with 2.6 worked without hickups.

While this is a bit OT:
I experienced a pretty strange behaviour with the combination DarkPlaces, Wine, SuperDuper Quake and the free Radeon OpenGL drivers for Linux.

When I start a SDQuake game in the start map DarkPlaces essentially "freezes" in that way that rendering drops down to below 1 FPS.
When I start SQQuake together with the enhanced GLQuake then everything work fine and fluently (well as fluently as some of the maps behave in sdq Wink)

Since Kleshik runs perfectly on the same machine I wonder if it has either to do with extremely high polycounts of some of the sdquake models and DarkPlaces ? I have no true idea though...
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Wed Feb 17, 2010 10:17 pm    Post subject: SuperDuper Quake and Linux Reply with quote

Ok, I have written a small autoit script which alters the file references within the qc-code of SuperDuper quake. I'll compile it and report back if this fixes the missing modell issues completely under Linux.

@Hondobondo:
You can contact me via PM if you like. We could discuss how to make SDQuake "Linux-ready". I am willing to help. For testing as well as for cleaning up any casesensitive references to external files within your quake code.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Thu Feb 18, 2010 9:54 pm    Post subject: Re: SuperDuper Quake and Linux Reply with quote

Hm, I tried to compile the modified source code (with lower case references to external files but the standard QCC within the SDQuake package seems only to run under DOS. So I decided to get a qcc for Windows. To me fteqcc seemed a good solution
(from p://www.fteqw.com/index.php?option=com_content&view=article&id=67&Itemid=57).

Unfortunately I get errors when compiling the SDQuake sources.
I have no clue if something is wrong and it has been ages ago that I compile any qc sources.

Code:


C:\Temp\qc>fteqcc.exe
Source file: progs.src
outputfile: ../progs.dat
compiling defs.qc
compiling frikbot/bot.qc
compiling frikbot/bot_way.qc
compiling frikbot/bot_fight.qc
in function weapon_range (line 258),
frikbot/bot_fight.qc:332: warning: weapon_range: not all control paths return a
value
compiling frikbot/bot_ai.qc
compiling frikbot/bot_misc.qc
in function BotName (line 265),
frikbot/bot_misc.qc:208: warning: BotName: not all control paths return a value
in function sisible (line 257),
frikbot/bot_misc.qc:880: warning: sisible: not all control paths return a value
compiling frikbot/bot_phys.qc
compiling frikbot/bot_move.qc
compiling subs.qc
compiling bondo.qc
compiling gibvel.qc
compiling fight.qc
compiling ai.qc
compiling combat.qc
compiling items.qc
in function powerup_touch (line 1267),
items.qc:1388: warning: temp duplicate definition ignored
items.qc:1356:    temp  is defined here
compiling hook.qc
compiling chasecam.qc
compiling weapons/chaingun.qc
compiling weapons/pmpellet.qc
compiling weapons/erifle.qc
compiling weapons/plasma.qc
compiling weapons/nuke.qc
compiling weapons/blaze.qc
compiling weapons/flame.qc
compiling weapons/devastat.qc
compiling weapons/mmaw.qc
compiling weapons/dblossom.qc
compiling weapons/dark.qc
compiling weapons/oblit.qc
compiling weapons/pstorm.qc
compiling weapons/positron.qc
compiling weapons/buzzsaw.qc
compiling weapons/homing.qc
compiling weapons/drunk.qc
compiling weapons/man.qc
compiling weapons/mjolnir.qc
compiling weapons/dthshead.qc
compiling weapons/orbital.qc
compiling weapons/holo.qc
compiling weapons/doomsday.qc
compiling weapons/napalm.qc
compiling weapons/m60.qc
compiling weapons/shotguns.qc
compiling weapons/akimbo.qc
compiling weapons/dukebomb.qc
compiling weapons/FREEZE.qc
compiling weapons/god.qc
compiling weapons/gravwell.qc
compiling weapons/dplasma.qc
compiling weapons/pds.qc
compiling weapons/car.qc
compiling weapons/plrobot.qc
compiling weapons/throwaxe.qc
compiling weapons/chainsaw.qc
compiling weapons/rhelper.qc
compiling weapons/weapons.qc
compiling world.qc
compiling dmsp.qc
compiling jetpack.qc
compiling obits.qc
compiling client.qc
compiling player.qc
compiling monsters.qc
compiling doors.qc
compiling buttons.qc
compiling triggers.qc
compiling plats.qc
compiling misc.qc
compiling monsters/common.qc
compiling monsters/ogre.qc
compiling monsters/demon.qc
compiling monsters/shambler.qc
compiling monsters/supsham.qc
compiling monsters/wizard.qc
compiling monsters/knight.qc
compiling monsters/soldier.qc
compiling monsters/drone.qc
compiling monsters/dog.qc
compiling monsters/robot.qc
compiling monsters/hknight.qc
compiling monsters/enforcer.qc
compiling monsters/baron.qc
compiling monsters/bauul.qc
compiling monsters/balrog.qc
compiling monsters/dukebot.qc
in function duke_chaindie (line 321),
monsters/dukebot.qc:328: warning: Effectless statement
compiling monsters/cyborg.qc
in function cyb_mortar1 (line 138),
monsters/cyborg.qc:138: error: hanging $
in function cyb_mortar2 (line 139),
monsters/cyborg.qc:139: error: hanging $
in function cyb_mortar3 (line 140),
monsters/cyborg.qc:140: error: hanging $
in function cyb_mortar4 (line 141),
monsters/cyborg.qc:141: error: hanging $
in function cyb_mortar5 (line 142),
monsters/cyborg.qc:142: error: hanging $
in function cyb_mortar6 (line 143),
monsters/cyborg.qc:143: error: hanging $
in function cyb_mortar7 (line 144),
monsters/cyborg.qc:144: error: hanging $
in function cyb_paina1 (line 160),
monsters/cyborg.qc:160: error: hanging $
in function cyb_paina2 (line 161),
monsters/cyborg.qc:161: error: hanging $
in function cyb_paina3 (line 162),
monsters/cyborg.qc:162: error: hanging $
in function cyb_paina4 (line 163),
monsters/cyborg.qc:163: error: hanging $

************ ERROR ************
Errors have occured

Error in monsters/cyborg.qc on line 163

C:\Temp\qc>rem proqcc.exe

C:\Temp\qc>pause


Any help is apreciated

Edit:
I used the sources included with SDQuake 2.5
If those were not working sources then I would apreciate to get the correct qcc sources.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Feb 19, 2010 1:14 am    Post subject: Reply with quote

'Hanging $' means it sees a frame macro that is not immediatly followed by a name (this includes whitespace).

Or put another way, it means it found a $ that it didn't understand, and only a name without whitespace makes sense to it.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Feb 19, 2010 3:44 am    Post subject: Reply with quote

Here's the culprit:
Code:

void()   cyb_mortar1 = [ $ mortar1, cyb_mortar2 ] {ai_face();};
void()   cyb_mortar2 = [ $ mortar2, cyb_mortar3 ] {};
void()   cyb_mortar3 = [ $ mortar3, cyb_mortar4 ] {ai_face(); cyborg_rocket();};
void()   cyb_mortar4 = [ $ mortar4, cyb_mortar5 ] {ai_face();};
void()   cyb_mortar5 = [ $ mortar5, cyb_mortar6 ] {};
void()   cyb_mortar6 = [ $ mortar6, cyb_mortar7 ] {ai_face(); };
void()   cyb_mortar7 = [ $ mortar7, cyb_run1 ] {};


just remove the " " right after "$", so it will read as "$mortar1", "$mortar2", etc.
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Fri Feb 19, 2010 10:58 am    Post subject: Reply with quote

Ok, I did a quick test with the modded progs.dat
Unfortunately no change. When I launch darkplaces for Linux the machine gun modell is missing in the start map. I am not shure what is causing this behaviour.
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Sat Feb 20, 2010 2:10 am    Post subject: sorry Reply with quote

Dark$oul71 wrote:
Ok, I did a quick test with the modded progs.dat
Unfortunately no change. When I launch darkplaces for Linux the machine gun modell is missing in the start map. I am not shure what is causing this behaviour.


sorry darksoul i don't mess around with linux anymore. just a big headache as far as i'm concerned. i just use windows. you're on your own friend. the source compiles fine in windows using the included DOS compiler. experience with frikqcc and other compilers tells me that ProQCC is the best and i don't need to use anything else
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hondobondo



Joined: 26 Sep 2006
Posts: 101

PostPosted: Sat Feb 20, 2010 2:14 am    Post subject: also Reply with quote

the latest code is in the 2.666 patch under NOHRP
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Dark$oul71



Joined: 05 Dec 2009
Posts: 55

PostPosted: Sat Feb 20, 2010 4:05 pm    Post subject: SDQuake -> Working under Linux with DarkPlaces...Yippieeh Reply with quote

Hi hondobondo,

it seems to me that you misunderstood me. I do not wanted you do run or compile anything for/on Linux.

The issues with DarkPlaces and SDQuake are simply caused by the case sensitivity for filenames which Linux has.

I'm afraid that I used the wrong QCC sources for my experiment. Using the latest sources of SDQuake from the nohrp directory I was able to "fix" the problem.

The only uppercased file references I could find within your QuakeC code are located within the bondo.qc for Homer Simpson.
This starts in line 188 with the code line "void () HomerPrecache =" and ends in line 422. I've included the modified bondo.qc to a package which also includes the "lowercase" perl script I've used to rename all files within the sdquake directory to lowercased form. Simply copy the script into the sdquake dir under Linux and launch it.

Since it's written in Perl you have to have Perl installed though *ggg*

May be it works for Windows ?

Well other than that I found a few pages with Renametools for Windows:
http://www.snapfiles.com/Freeware/system/fwfilerename.html

At least the Ant renamer is free and could do the job for you:
http://www.antp.be/software/renamer/

I think other Linux Quakers are happy if you do the additional work to change all filenames to lowercase and add the "patched" bondo.qc to your sources.

After playing half an hour SDQuake 2.66 with Darkplaces-glx under Linux I am pretty confident that now problems will occur anymore.

You can grab the tiny 5 kB archive via megaupload:
http://www.megaupload.com/?d=KR5VGWD2

Thanks for your contiuous work on SDQuake and releasing your olders works also.

Have a fine weekend fellow quakers !

Cheers,
D$

Additional comment:
The perl script I added to the package somehow didn't rename all files to lower case. Thus a few models were missing.

I used the Ant renamer on my Windows machine to rename all files to lowercase and everything is fine now. So in order to make SDQuake Linux-compatible there is little more to do than compiling SDQ with the modded bondo.qc and renaming all files within the SQD folder.

@Hondobondo: Could you do so for the next release ?
Pleaassseee.. Wink
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