Friday, March 18, 2011

1.8.7 RC3 is out

Download it from here.

14 comments:

=peg= said...

Cheers!

Will do some extensive testing on Sunday and report back ;)

Anonymous said...

Have hanging the game on pause.

metlslime said...

just tried it:

One bug I found is that the help screens are scaled and cropped strangely.

Another bug is that textures are slightly discolored, and they appear to have some extra grain added. I'm running a windowed 32bpp mode, but it almost looks like the textures are 16 bpp. Or is this the result of some DXT compression? It seems that the menu gfx are not discolored, and i didn't notice any issue on the models, so maybe it's just bsp textures.

Game hangs on pause for me too.

WinXP, geforce fx 5900, pentium 4

mhquake said...

"Have hanging the game on pause."

"Game hangs on pause for me too."

Fixed.

"Another bug is that textures are slightly discolored, and they appear to have some extra grain added."

External textures or native? External definitely had DXT compression (that one got through by accident, will be removed in the next one) but it's definitely not on native textures. Maybe also check your card's control panel for any texture optimizations enabled?

"One bug I found is that the help screens are scaled and cropped strangely."

Not seeing it anywhere here. Are you getting "Allowing non-power-of-2 textures" in the console at startup? Might be a driver bug if so; I know that a lot of cards from that generation have serious trouble with non-power-of-2 textures, so I'll probably up the criteria for when they're allowed a little.

metlslime said...

Regarding the discoloration: The most telling fact might be that when I load up any the rubicon 2 start map the water looks significantly wrong, but loading up e2m3 the same water texture looks correct. (This is with -game rubicon2 for both maps.) Note that the rubicon2 version is the same pixels but a different name in the bsp file.

I couldn't find any settings in the nvidia control panel that would control this.

----

Regarding the help menu, I don't see "Allowing non-power-of-2 textures" in my console; there are five other lines that start with "Allowing" but they are all about specific texture formats.

None of the other menu screens look wrong, though, and I know none of them are power of 2. (they do all have transparent pixels, though, which is one difference.) On the other hand, qplaque.lmp has no transparency either, and it looks fine.

=peg= said...

- Renderer freezes on pause
- When pressing tab (+showscores) while connected to a server (online), a status command is triggered as well (might seem a good idea, but it's not ;))
- The %l %a %h %p etc etc string replacements (proquake stuff) no longer work :(
- ALT+TAB still disconnects from server after a few seconds..
Maybe client-fps (while out of focus) is set too low and the server treats it as a timeout..


Just a few things that I noticed soon enough ;)

=peg= said...

Hmm actually the status command is triggered whenever I die as well (when playing online).. Guess it's just a bug then.. proquake stuff, eh? ;)

"ProQuake message and string parsing is what fucked this up. Did I ever mention how much I despise this code?" --MH

mhquake said...

That texturing thing is puzzling me. I know for a fact that it's not loading them as 16-bit because I told it to load as 32-bit explicitly, and with a combination of the way D3D handles textures and the way I load them, it would crash horribly if so.

Another possible cause is that once upon a time NVIDIA used 16-bit floats in shaders by default, but I thought I had disabled that. Will need to check more and do some comparisons.

Pause freeze is fixed.

ProQuake messaging is not playing nice with me this time around; I need to check out what the hell is going on there.

David A. said...

I don't know enough about Quake's internals to be sure this is an engine bug or just a quirk in the QuakeC code, but I saw some strange enemy behavior. I was playing digs04 and one of the spawn got glitched - it started jumping around aimlessly and none of my weapons could hurt it. I have a savegame of it in case it's helpful.

David A. said...

Hosed the link earlier: digs04

mhquake said...

"I don't know enough about Quake's internals to be sure this is an engine bug or just a quirk in the QuakeC code"

Without comparing with another engine it's really hard to say. That save game you mentioned might be handy, but I fear that if it is an engine glitch it's most likely representative of the state after the badness happened.

"When pressing tab (+showscores) while connected to a server (online), a status command is triggered as well (might seem a good idea, but it's not ;))"

ProQuake actually does this too, and the code is the very same. The only difference is that you can now see it happening in DirectQ (owing to the fix I put in for status not printing at all earlier on).

I really really need to figure what the hell is happening with ProQuake messaging. Bizarre crap indeed.

mhquake said...

"- ALT+TAB still disconnects from server after a few seconds.."

This seems to be fixed now. I was testing on a local server for maybe 1 hour yesterday, alt-tabbing away and back for periods of 5 minutes, and stayed connected all the time.

The cause seems to have been the game loop changes I had made that also caused pause to freeze the engine. A small bit of restructuring was all that was needed.

=peg= said...

Ah, thats good news :)

David A. said...

Crash report: Tried playing apsp2 and DirectQ bombed. Is there an error log or something?