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Optimized .exe; builds of ioq3 engine Rate Topic: ***** 6 Votes

with iKALiZER, Win64 support, Fixes and Improvements

#1 User is offline   mitsubishi Icon

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Posted 04 November 2009 - 04:42 PM

NEWS:
  • SDL Keyboard speed/delay being static now respects Windows settings.
  • Win64 binary support first developed for this client is now available on the downloads [no ikalizer (win32 lib); it supports qvm compilation].
  • Mumble Positional Audio (hear others in '3D') - 'to use it, start Mumble before you start ioq3, and run the game with +set cl_useMumble 1' [more info at mumble]

This is a build of the latest source of the ioq3 engine with latest building tools to achieve optimal performance available. It also offers several new features and fixes. It does not require q3 and is compatible for online play.

Notable features:
  • Surround audio on all Headphones with iKALiZER (hear audio coming from the back of the map differently!) (it has to be enabled manually on new configs).
  • Funstuff, Radio Audio and part of other audio are pre-Loaded to avoid potential freezes of FPS. This was a q3-wide UrT issue that applied when someone else joins the game or funstuff is set on the fly, or when some audio files are heard for the 1st time. [Bug reports: 1, 2]
  • Quiet console; avoid seeing the same technical messages over and over or when on map change
  • Mumble Positional Audio (hear others in '3D') - 'to use it, start Mumble before you start ioq3, and run the game with +set cl_useMumble 1' [more info at mumble]
  • /zoomsensitivity; avoid scripts by using a direct multiplier on your normal sensitivity only when zoomed. e.g. /zoomsensitivity 1.5 means sensitivity x 1.5
  • Anaglyph rendering with 3D glasses
  • /sysexec, execute any external program (in the path or using full path). This can be used to control external applications via controller utilities.
  • /totaltimerun - report the total time the client has run since its internal var was first saved plus the time run for current session.
  • autotimenudge set timenudge automatically - experimental feature - do not use when spectacting or right after round change - see notes below
  • Stopwatch of millisecond accuracy
  • 'server is full and server is for low pings /reconnect' workaround; plus no need to wait to hit /reconnect on a 'server is full' that may erroneously report 'for low pings'. [Bug report: 1]
  • SDL system for accessing input, graphics and audio hardware; this may improve use of mice buttons and access to other input, audio and video hardware.
  • Detailed meters for Ping, FPS, Snaps and Packets with statistics
  • Alarm mechanism on clock
  • Support for hardware than can produce HRTF, 5.1, 7.1, Dolby, etc. audio via OpenAL
  • Win64 binary support first developed for this client [with actual qvm compilation]

Downloads:

Instructions:
  • Unzip files into urt's .exe folder
  • Run ioq3-urt.exe
    (one can rename it to ioUrbanTerror.exe for convenience with other programs, though this is not a version of iourt, it only acts like it partly)

Notable features in detail:
  • ConsoleVars added (click 'Show' to view):
    Spoiler

  • iKALiZER is a software library that can provide real 3D Headphones sound to all gamers regardless of hardware (yes, you can hear players differently if they are behind you with it, even on stereo). It has to be enabled manually on new configs (because it's an FPS deterrent on older and especially single-core CPUs) with /s_useikalizer 1 and restart game. It is developed by christophe_d13 and more information is in this thread. Headphone HRTF mode is enabled by default (other modes are available (such as 5.1 or holographic headphones, see /ikalizer_channelmode) but this should be the main needed by most gamers). If you need its replacement sounds (nades sound great), download the 20MB file (from its thread) and place only q3ut4\iqs dir in %appdata%\Quake3\q3ut4 (not in .exe dir\q3ut4). If OpenAL was enabled, it has to be disabled with s_useopenal 0 before using this; /s_info should report which sound system is in use.

  • /totaltimerun - report the total time the client has run since its internal var was first saved (cl_totaltimerunsave), plus the time run for current session. (up to 136.2 years).
    Posted Image

  • Anaglyph rendering (with 3D glasses)
    Posted Image
    It is available in the latest ioq3 versions; detailed information on its use is here (lengthy details on its operation and vars here). Notice that it may need /r_anaglyphMode (e.g. 1) and not r_stereoEnabled which may require special hardware or not be functional yet. I tested it on a common pair of red/cyan glasses and I suspect for someone to have proper gaming with it (other that just for brief fun) he would need a proper glass-type pair of glasses because quality of viewing may degrade considerably otherwise (with cheap paper, bendable ones). Also red/cyan may not be the ideal mode according to some information I stumbled into.

  • Stopwatch (millisecond accuracy)
    Posted Image
    use /cl_stopwatch 1 to show it; bind a key to cl_stopwatchstartpause to start/pause it; cl_stopwatchreset to zero it. Similarly with the meters described below, its position can change with cl_stopwatchposx/y and its size with cl_stopwatchsize. It supports /timescale.

  • Auto-timenudge is an experimental feature (do not use when spectacting or right after round change):
    Posted Image
    It attempts to set timenudge based on the standard deviation of ping, e.g. 5 to 14 standard deviation attempts to set timenudge to 10. /autotimenudge attempts to set it on-demand according to the collected data. A very experimental feature is cl_autotimenudgelive which attempts to do it periodically automatically; it is very quirky since hell may commence after round-change or when spectating since at that time ping data is unreliable or nonsensical (however, it may be bearable on non-round-based gametypes). Another undesireable behavior is that config is updated each time though on the on-demand version this can be considered normal. Other cvars incluce cl_autotimenudgecommand for setting the timenudge command of the game (ut_timenudge on urt), cl_autotimenudgeinterval for the interval it collects data to calculate standard deviation and cl_autotimenudgefloodprotsec for setting flood protection delay in the case of live. cl_drawping described below can be used to observe standard deviation directly according to certain intervals (data are not connected between them).

  • Detailed Meters: cl_drawping, cl_drawfps, cl_drawpackets and cl_drawsnaps:
    Posted Image Posted Image Posted Image Posted Image
    They show base value of Ping, FPS, Snapshots per second (from server to gamer) or Packets per second (from gamer to server); there is also mean value for two intervals (in seconds) set by the user via vars. There is max spike or drop of those values in the intervals set as well as mean spike or drop and most importantly, standard deviation. Standard deviation shows in general 'the common difference of most values from the mean'. This means it's a very good approximation of stability in a single number. A (direct) use of it might be to set ut_timenudge according to the standard deviation of ping but that may be debatable. Their size can change, their position can change too according to vars you can easily find out by typing the vars and hitting tab (to not flood this page unnecessarily). In the case of snaps/sec delayed packets are also shown, referring to those throttled by rate/sv_maxrate and extrapolated ones (which may have a different meaning from extrapolation shown on net meter); the packets/per second meter (client->server) demonstrates how depended is cl_maxpackets on FPS.

  • cl_drawclock has an alarm mechanism, it can be a 12h clock on choice and it can be set whether to show seconds.
    Posted Image
    cl_drawclockshowseconds shows seconds (off by default); cl_drawclock12 makes it become a 12h clock and cl_drawclockalarm24 can set its alarm time in the form of HH:MM (in 24h format). It alarms (by default) by playing the main urt audio theme. The alarm command (what happens when alarm time comes) can change with cl_drawclockalarmcmd (e.g. it can quit the client on alarm if set to 'quit'). It is not in operation when clock isn't shown to save cpu cycles (granted, it has minuscule importance but the principle of optimization stands) and it's not in operation when not in a map. Positional vars are similar to meters'; cl_drawclockcolor alters the main clock's color.

  • config files, demos, screenshots, and videos. are auto-saved in %appdata%\Quake3\q3ut4 to allow for multiple users and to avoid security system issues on Vista/7 (%appdata% is a shortcut to <drive>\Users\<Username>\AppData\Roaming in Vista/7 or <drive>\Documents and Settings\<user name>\Application Data in XP). An autoexec or a demo already in the old location still works fine. The priority is "read %appdata% first, app dir second; if a cfg appears in both, only read the one in %appdata%". The autogenerated q3config is being saved in %appdata%.
  • Mouse keys for Logitech and potentially other mice can be differently mapped here - even on the same filename - because ioq3 uses the SDL library to access input. The good news is that previously disabled keys may now work.
  • The mess of technical messages each time a map changes is removed with cl_quiet; On by default. Some messages that are controlled by the game code (and not engine code fully accessed by this) are removed with an ugly hack via ..cl_quietuglyhack.
  • /minimize (also on a bind) explicitly minimizes the client, plus alt+tab explicitly directs SDL to minimize it (rather than relying on the windows manager). Use of /minimize can fix a gamma bug that may appear on windows if one minimizes it with alt+tab (since alt+tab's real job is to bring up a list, not to minimize).
  • OpenAL provides a framework for card manufacturers to support their audio features (on hardware); alternatively, software outputs can be supported. Audio cards that have OpenAL support on their drivers (such as Creative, Nvidia, and Realtek's) can provide forms of "Surround Headphone sound" (like Ikalizer) or Surround Speakers setups (via methods such as HRTFs, Dolby 5.1 Simulation, CMSS-3D, 5.1/7.1 Speakers etc.). To use it, install openal from its website and enable it with s_useopenal 1 (after disabling ikalizer with s_useikalizer 0). Driver status for OpenAL is't perfect even for Creative. For the reason it requires certain hardware currently for binaural audio, and it's not widely supported, ikalizer should be more suited for most gamers. A software implementation called OpenAL-Soft, while promising, it does not have rich binaural audio features yet, hence it's not as useful as Ikalizer to a gamer, yet.
  • cmd buffer has been increased to support larger config files (of 128KB)
  • console text length is increased 10-fold and console history is supposed to be holding 512 entries instead of 16.
  • an interesting support feature from ioq3 is that in case of crash, the game presents the user with a choice to start with safe settings (e.g. video resolution).
  • a +vstr bug (involving locking of key-down event in the case of using a second +vstr bind) has been workarounded.

Additional information:
  • Ikalizer has heavy CPU needs especially on old and single-core systems hence it has to be enabled manually to avoid serious FPS reductions in those systems. However, in the case of modern multi-core CPUs ikalizer impact should be minimal since ikalizer not only is operated on a newer CPU but it also supports multiprocessing. In any case, one could balance their requirements and set it up appropriately; no relevant option is locked. Also, certain settings listed in its thread may help even for older processors.
  • people who use Xfire could rename the executable to ioUrbanTerror.exe, for xfire to detect it is running (for people to join your games, see your server info, talk to you in-game, etc), or otherwise set it up appropriately.
  • What is in the zip files:
    • ioq3-urt.exe - Engine executable
    • ikalizer.aei - Ikalizer library for audio processing (only in win32 builds)
    • SDL.dll - SDL library; only on gcc32 build; included statically on others
    • openal32.dll - optional OpenAL-soft library (only in win64 build)

  • The main and non-SSE builds are based on Visual C++ Express 2010 beta 2 (MS C/C++ Compiler 16.00.21003.01). The options are the default for fastest code plus any other that could squeeze more 'power' out of it; only difference of the first zip with the second is the use of SSE (though it is a noticeable difference in performance). The gcc build (made with safe optimizations) is meant for an alternative approach since it uses an entirely different compiler. Therefore, it may provide a completely different behavior in certain aspects on certain systems (better or worse behavior). It is not the main build since it is noticed that it is about 4-5% slower in FPS (or potentially slightly higher if using sse and cpu-specific options but that would make a mess of different builds without being the best in overall). However, it shouldn't be ignored completely since certain issues might be resolved by it; many ioq3 developers use gcc and not all players have the same hardware, making it a viable alternative or tech support build.
  • The source is based on latest ioq3 engine source. It has been modified to run UrT directly, to be standalone, to have UrT's icon, to include the modifications listed above, as well as a patch and minor modifications mentioned below.
  • SDL is a library for calling APIs related to graphics, audio and input, hence it might provide a better behavior to several areas compared to builds without having it (e.g. it may solve issues related to bringing up 3D rendering, it may make some mouse keys work that didn't work previously, etc.). A recent SDL 1.2.x svn is being used for headers, libraries and DLL (dll only needed on gcc build) to avoid a cursor issue with the official release and potentially getting better behavior by being on a new code base.
  • OpenAL may be theoretically better (than Ikalizer) for those wanting to support hardware features on high-end cards such as Creative X-Fi PCI models (being among those with rich Binaural audio). It does however refer to a minority group of players and drivers may not even be good at supporting OpenAL, at least on all Windows versions; hence Ikalizer is on by default here. Also, there is future possibility for Binaural audio on OpenAL-soft (a rich software implementation of OpenAL) but it's nowhere near it yet.
  • Server compilation is possible though untested.
  • If you have an NVIDIA or other settings panel directing to specific settings, such as SLI configuration or mouse key binds on a Logitech panel, you may have to rename the .exe or add a new entry for those settings.
  • Recording notification has been modified to only show the first 10 characters of the filename to not flood the screen (similarly to iourt); cl_recordfontsize will change its font size; 0 will disable the notification so be careful.Posted Image
  • The 'Server is for low pings' -> /reconnect workaround plus 'Server is full -> Server is for low pings' bug workaround works as follows: "If you see a 'Server is for low pings, attempt to reconnect, up to three times only. If you see a 'server full' reset the 'twice' counter". A nice side-effect of this is that one doesn't have to wait on the client to hit /reconnect on 'server is full' either. As a bonus, it also includes a "Reconnect on 'No or bad challenge for address'" method, since that error may be simply overcome that way, though it again has a limit (attempting it only twice) to no spam on legitimate cases.
  • A patch from this post is included adding +vstr from iourt, the 'run things on key press and release' method.
  • The way /sysexec works on Windows is with some acrobatics using CreateProcess() to avoid the new program stealing focus. For non-Windows it assumes system() will be enough by letting the user use some userland magic to avoid such stealing of focus. It is generally a raw method - especially on non-WIN32 - that may need proper care on what is being fed to it. e.g. Winamp (initial launching) or even ioq3 itself (a new one) will steal focus from it by force even if they are instructed not to. This can be considered 'normal'. On non-windows it may require a shell method that exits right after execution since system() itself halts the program until exit. Theoretically, even windows can be left requiring a userland program doing any focusing/unfocusing business but it allowed some handholding.
  • in case game console can't be brought down, force it with shift+esc.
  • to uninstall this, only remove the files that were extracted; for complete cleanup %appdata%\Quake3 can be removed
  • for vbo patches by twentyseven, it's most probably better to wait for 4.2 release, because they appear to be at an internal dev stage, maps may not support certain features properly yet, and it might be unstable or not give a performance improvement yet.
  • There is virtually no effect in performance if the ping/snaps/fps etc. meters added here are set to not be shown on the screan; if they are not shown, their calculations are not performed either; however, even if all of them are drawn, the performance decrease is minimal (this notion is similar for default 2d tools in the game such as the net meter).
  • It includes a hack to have clients have a dynamic port (to not interfere with NAT gaming (same IP)); dedicated servers (if anyone compiles one from this, I doubt it), still stays on 27960. Slight problem is that this is a quick workaround so if you start a server from the UI you may want to set net_port beforehand to 27960 if you need that port. (It would I guess be complete if the UI had a net_port option (and /net_port didn't report 'the default' but that's nothing)).
  • Internal VoIP is not included since it would be mostly a waste of space, as voip is not utilized UrT-wide, yet. (it will be in 4.2)
  • SDL doesn't lock caps and num lock anymore; they work as normal keys as before.
  • if /totaltimerun loses its time saved, one can just convert any duration into seconds and manually write it in q3config on cl_totaltimerunsave
  • cl_nologo (off by default) hides the logo video; the "normal" "+nosplash on shortcut" way was only a workaround; +nosplash doesn't really exist; +whatever just hijacks the command line options stopping the video; this var just does it normally.
  • cvar list limit has been doubled.
  • SDL Keyboard speed/delay being static respects Windows settings. It will update itself each time a new input method is requested or when console is brought down.
  • To print the urt radio commands available use /cl_utradio:P




First replies below this are highly outdated.

This post has been edited by mitsubishi: 18 March 2010 - 02:23 PM


#2 User is offline   fateful (old) Icon

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Posted 04 November 2009 - 05:19 PM

couldn't run this .exe on Windows 7 x64, neither on ioUrban Terror dir, nor Quake3-UrbanTerrorMOD dir..

"Program can't start becouse MSVCR100.dll is missing from your computer."
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#3 User is offline   fda| ObScUrE Icon

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Posted 04 November 2009 - 05:39 PM

That build works really good for me but without vstr support it's useless for most players can you add this to your build?

most lag in figthing situations on my system:

1. iKALiZER
2. Original UrT
3. your build

so it works :)

iKALiZER is better for positional hearing but needs more hardware resources so this is actually a nice and meaningful build.
I suggest that the dev-team should use this for the default 4.1 download.

*Thumbs Up*

EDIT1:
@fateful yes you have to download the dll file and place it in your UrT.exe folder or system32 folder. ;)

EDIT2:
when I connect to a server with the ingame browser the main menu music and the game stands still for some seconds (same problem on the ioQuake3-iKALiZER build).

EDIT3:
it creates a new directory tree
C:\Dokumente und Einstellungen\ObScUrE\Anwendungsdaten\Quake3\q3ut4
for q3config.cfg and q3history

This post has been edited by ObScUrE: 05 November 2009 - 12:32 AM

~The quiter you become, the more you are able to hear.~
01101000 01100101 01100001 01110010 00100000 01101101 01100101
AKG-K702

#4 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 01:21 PM

What is vstr? do you mean the scripting command? it is in.

BTW, this is not an official version that's supposed to be stable so yes, it retains ioquake3's new way of doing things, such as using those new configuration locations.

Also it shouldn't be used - and it most certainly won't anyway - by the official team since they are working on their own specialized builds as far as I know which should be better than this one.

The dll requirement concerns me, it probably comes from the new Visual Studio used, it's probably a requirement for a .net framework update, perhaps 4.0. Well, it can supposed to be 'ok' since I'm trying to use latest tools available.

This post has been edited by mitsubishi: 05 November 2009 - 01:29 PM


#5 User is offline   fda| ObScUrE Icon

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Posted 05 November 2009 - 01:42 PM

that is the patch for vstr (scripting)
I get everytime Cbuf_InsertText overflowed when I want load my config.
but I have that problem on all new ioquake3 builds.

~The quiter you become, the more you are able to hear.~
01101000 01100101 01100001 01110010 00100000 01101101 01100101
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#6 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 01:46 PM

Apparently the DLL is redistributable so I just included it in a new zip included in the original post.

PS. It is part of Visual Studio 2010.

much later edit: that's actually the c runtime library for windows; apparently vc++ is setup to not be requiring this dll but it does anyway; it may be a bug (in a beta of vc++) or it may be something i miss.

very later edit: this is no longer required by using a different c lib.


^ I will include that patch in a new build (later though since I install a new version of the tools). Is it absolutely needed? I find it hard to believe ioq3 have such a serious mistake. UrT bug perhaps?


I should probably include openal by default in settings since it's in anyway.

I should also probably edit the original post to be more descriptive, like the "technical support" build.

This post has been edited by mitsubishi: 14 December 2009 - 05:08 PM


#7 User is offline   fda| ObScUrE Icon

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Posted 05 November 2009 - 02:20 PM

the vstr support works but I think my config is to big there must be a size limitation that's the reason I get the Cbuf_InsertText overflowed message.

~The quiter you become, the more you are able to hear.~
01101000 01100101 01100001 01110010 00100000 01101101 01100101
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#8 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 03:36 PM

ok patch is included, engine is rebuilt, original post is edited (to mainly be more user friendly).

source is included (in a different 7z archive though I suppose it shouldn't be that needed by most).

voip is removed, autodownloading is attempted to be on by default (per an issue in an older build).

This post has been edited by mitsubishi: 05 November 2009 - 04:21 PM


#9 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 04:21 PM

oops, an initial update had SDL's DLL removed, fixed.

#10 User is offline   conker (old) Icon

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Posted 05 November 2009 - 04:54 PM

can you compile one version optimized for amd processors?

#11 User is offline   Merkymerc Icon

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Posted 05 November 2009 - 05:01 PM

View Postconker, on 05 November 2009 - 10:54 AM, said:

can you compile one version optimized for amd processors?


I could use that as well, that'd be sweet

#12 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 05:05 PM

This is optimized for any P4+ processor, anything recent (AMD or Intel). To go specifically for AMD one could try gcc though to be honest, I don't expect it to be faster than latest MS tools. But of course, it won't be a bad idea. Currently I'd find it difficult to make gcc builds since I'm on a 64bit version of windows, where mingw is a bit of a mess (and mingw-64 more of a mess (in case one wanted 64bit binaries (though those probably need even further hacking into ioq3))). One could probably also research how to go into optimizing for instructions for AMD onto the MS tools if it's possible, it may not be possible though. Another attempt could be going into intel's compilers but that'd need some effort to make it possible to compile ioq3 to begin with. Perhaps through Visual Studio or a Makefile but no idea. A problem there may be that there may not be free versions.

In my opinion, it won't be easy to go faster than this, or at least noticeably faster but a lot can be probably done into (q3 engine specific) detailed in depth research into specific sub-options of optimization; related possibly also on the compiler family used.

And of course, actually changing the engine code, 3D code, compiler-independent, like 27's work, may be a wiser idea.

This post has been edited by mitsubishi: 05 November 2009 - 05:16 PM


#13 User is offline   mitsubishi Icon

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Posted 05 November 2009 - 09:03 PM

oops, certain important optimization option was probably incorrect, reuploaded.

#14 User is offline   fda| ObScUrE Icon

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Posted 05 November 2009 - 11:40 PM

ioquake3-urt 1.35-urt win_msvc-x86 Nov  5 2009
----- FS_Startup -----
Current search path:
C:\Dokumente und Einstellungen\ObScUrE\Anwendungsdaten\Quake3/q3ut4
C:\Dokumente und Einstellungen\ObScUrE\Desktop\UrbanTerror\q3ut4\zpak000_assets.pk3 (7933 files)
C:\Dokumente und Einstellungen\ObScUrE\Desktop\UrbanTerror\q3ut4\zpak000.pk3 (99 files)
C:\Dokumente und Einstellungen\ObScUrE\Desktop\UrbanTerror/q3ut4

----------------------
8032 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
execing Scripts\ObScUrE.cfg
Cbuf_InsertText overflowed
Hunk_Clear: reset the hunk ok

the problems are still there but it's not your fault.
the new ioquake3 builds are all bugy in many different ways.

gg ObScUrE

~The quiter you become, the more you are able to hear.~
01101000 01100101 01100001 01110010 00100000 01101101 01100101
AKG-K702

#15 User is offline   Ultradie Icon

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Posted 06 November 2009 - 12:47 AM

For some odd reason, When I alt-tab out, it freezes my mouse out-of-game (and I have no control over it), Then when I get back ingame, I get an error that spams my console all the way: Com_QueueEvent: overflow

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