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InsideQC Forums • View topic - [FTE][HALF-SOLVED]Wierd camera inclination bug

[FTE][HALF-SOLVED]Wierd camera inclination bug

Discuss programming topics for the various GPL'd game engine sources.

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[FTE][HALF-SOLVED]Wierd camera inclination bug

Postby toneddu2000 » Fri Oct 20, 2017 10:27 am

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
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Re: [FTE][HALF-SOLVED]Wierd camera inclination bug

Postby Spike » Fri Oct 20, 2017 3:09 pm

cl_threadedphysics predates csqc and does not play nicely with it. in order to do so, it would need to invoke csqc on a different thread, but the qcvm is inherently unthreadable (self, temps, locals, etc). the default has always been 0 and it doesn't appear in any menus. the current intended behaviour is for csqc to no longer receive CSQC_InputFrame calls when this cvar is active (DP lacks these calls too), but it also doesn't get tested much.

cl_loopbackprotocol controls the protocol used to connect the internal client to its internal server. when using my purecsqc mod the internal server is not meant to be in use at all (do NOT use the map command - purecsqc registers a csmap command that should be used instead), so this cvar will affect absolutely nothing in the specific case that you state.

recent builds have focused on emulating DP's csqc a little better, primarily in order to run xonotic (requires a new default.cfg as well as a few other xonotic-specific fixups, so don't expect it to work out of the box without those).
probably I broke something in the wrong bit of code while trying to work around xonotic's flawed prediction logic (which is a bit of a nightmare tbh). if its flickering exactly every 1 in 64 frames then that'd probably be a simple off-by-one issue... other frequencies would be race conditions...
.
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Re: [FTE][HALF-SOLVED]Wierd camera inclination bug

Postby toneddu2000 » Fri Oct 20, 2017 4:13 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: [FTE][HALF-SOLVED]Wierd camera inclination bug

Postby Spike » Wed Oct 25, 2017 5:40 pm

Regarding NOLEGACY:
People who are likely to use NOLEGACY are those who are writing stand-alone total conversions.
Such people will also want to customise/rebrand the engine.
This means that official builds using NOLEGACY are basically irrelevant. The way I see it, depending on those builds without also being a total conversion will just result in confusion and problems for people (your users, that is). Simply put, its a compile-time feature rather than a user feature...
For instance, Eukara's 'The Wastes' mod has its own config_wastes.h that rebrands+enables only the things that his game requires, including NOLEGACY.
(do note that the gpl requires that such configs are public - if you want to make your own+icon then I can commit them to fte's svn, but please ensure that any builds you distribute report their svn version and that they do so without an 'M' postfix.)
.
Spike
 
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
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Re: [FTE][HALF-SOLVED]Wierd camera inclination bug

Postby toneddu2000 » Thu Oct 26, 2017 6:47 am

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
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