Wednesday, November 17, 2010

RMQ Engine Test Release - 17th November 2010

Here it is folks.

RMQEngine-2010-11-17-Test.zip.

Please read the readme, it explains a lot about the purpose of this release and contains other important info you'll need to know (especially if you want to use it on Linux).

8 comments:

=peg= said...

Did some quick tests on a Nvidia GF5200FX and Intel 965 (WinXP/WinVista), clean install in both cases (just ID1 content).

Everything appeared to work fine, however I did notice a few things:

Some blue glow around brushmodels, which disappeared after restarting the engine.
I think the glow appears after switching to a higher resolution (windowed mode).

From the screenshots it's also obvious that viewmodels don't play nice with high FOV, but I guess that was to be expected ;)

One other minor issue was the lack of force_centerview command and cl_fullpitch cvar, which means that typical rocketjump scripts will not work..

Performance wise, I will just say that it ran a certain map at 90+ FPS on the 965 laptop (with r_dynamic 1) and that same map completely chokes fitzquake 0.85 on the same hardware and resolution. (40ish FPS with r_dynamic 0 and a whopping 1 (yes one) FPS with r_dynamic 1)..
So that is pretty impressive if you ask me :D

Will do some more testing on newer hardware when I get back home..

mhquake said...

Fullpitch is there but it uses the Fitz cvar names which are different. cl_maxpitch and cl_minpitch are the ones you want.

I'll check out force_centerview. There haven't really been many changes from the default Fitz/QS behaviour in this part of the engine.

FOV - I've done nothing with that. Expected, yes.

The blue glow has been observed by a few folks, and as soon as I can reproduce it myself it will be fixed. It's still good to know that it's still a problem though.

Nice about the performance. :)

metlslime said...

Some quake models had a bright blue fill in the unused bits. Glquake (and fitzquake) has some code that attempts to replace this blue with black, if that is missing in RMQ it could be why you're seeing blue.

Or, could be that code doesn't run on a TexMgr_ReloadTextures call? In which case it would be a Fitzquake bug :o

mhquake said...

> Or, could be that code doesn't run on a TexMgr_ReloadTextures call?

That's it. Beer. :)

ozzie said...

Code is not not 64 bit safe. I made a small trivial patch and it runs fine on x86_64. Just contact me through quakespasm page so I can send it to you.

Anonymous said...


some weird effects

the wall text is #default
the external skins are dp style. is there some docu somewhere on ext model textures? i've looked on the quakespasm site and fitzquake and can't find anything

hondobondo

mhquake said...

Neither Fitz nor QS support external skins. There are bugs in the released version so for now just don't use them. They are DP standard though.

Probably better to not use '#' to begin a texture name too, as the QRP standard says that's water (which is why you're getting a water warp effect on it).

mhquake said...

> Code is not not 64 bit safe. I made a small trivial patch and it runs fine on x86_64. Just contact me through quakespasm page so I can send it to you.

SF is broken for me. :(

Drop me a PM on I3D or something like that, maybe?