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

with iKALiZER, Win64 support, Fixes and Improvements

#556 User is offline   Haternet Icon

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Posted Today, 02:50 AM

Mitsubishi, I have a couple of minor issues:

1. Your EXE doesn't respect my keyboard's repeat delay setting (Q3 and ioUrT both do); i.e., when I press and hold a key in the console, the delay is longer than I've set it in the WinXP control panel (I've set it to the shortest, but in your EXE it's as though I hadn't adjusted it)

2. It doesn't respect my vid_xpos/vid_ypos settings (Q3 and ioUrT both do)

Are these intentional?

EDIT: I just noticed also that it doesn't allow me to hold my volume adjustment binds (just a standard volume script that you're no doubt familiar with) -- I have to tap them for every incremental step.

This post has been edited by Haternet: Today, 03:04 AM


#557 User is offline   QA RS| SubJunk Icon

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Posted Today, 03:53 AM

I'm using Mumble 1.2.2 and have selected "Link to Game and Transmit Position" in the options, and cl_usemumble is on.
However I just realised that maybe the guys I was trying it with didn't have the right settings, I'll check

#558 User is online   fda| ObScUrE Icon

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Posted Today, 04:06 AM

View PostHaternet, on 12 March 2010 - 02:50 AM, said:

1. Your EXE doesn't respect my keyboard's repeat delay setting (Q3 and ioUrT both do); i.e., when I press and hold a key in the console, the delay is longer than I've set it in the WinXP control panel (I've set it to the shortest, but in your EXE it's as though I hadn't adjusted it)

this version uses the sdl.dll library so it will work differently.

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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.




Quote

2. It doesn't respect my vid_xpos/vid_ypos settings (Q3 and ioUrT both do)

Are these intentional?

they are not in the auto complete list so he has excluded it eventually here a list of 'Unknown commands' I get with mitsu's one.

Quote

Unknown command "ut_echo" (but don't effect the command itself)
Unknown command "cl_zoomsensitivityfovthreshhold" (found out now that you have it typed wrong 'in game' cl_zoomsensitivityfovthreshhold)
Unknown command "Fov" (that was triggered trough this // Internal; Fov Below Which Zooming Is Considered To Occur but now fixed)
Unknown command "scr_conspeed"
Unknown command "cl_master"
Unknown command "r_ext_gamma_control"
Unknown command "r_stereo"
Unknown command "r_glDriver"
Unknown command "r_maskMinidriver"
Unknown command "r_GLlibCoolDownMsec"
Unknown command "r_lightmap"
Unknown command "cg_shadows"


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EDIT: I just noticed also that it doesn't allow me to hold my volume adjustment binds (just a standard volume script that you're no doubt familiar with) -- I have to tap them for every incremental step.

again SDL but not that important?
- or how many volume steps have you set
- me 5 with mute

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

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Posted Today, 06:13 AM

"this version uses the sdl.dll library so it will work differently."

Thanks, I hadn't read that yet (I went straight to the new cvars :biggrin: ).

"they are not in the auto complete list so he has excluded it eventually here a list of 'Unknown commands' I get with mitsu's one."

Why remove vid_x/y I wonder? Those are useful.

ut_echo and scr_conspeed still work (thank goodness!)

"again SDL but not that important?"

Well, like I said it's nothing major. Still, I spend enough time in the console that the keyboard delay is pretty annoying. But if I can get OpenAL to stop crackling, it'll be worth the compromise.

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Posted Today, 12:24 PM

View PostDeathtaco, on 10 March 2010 - 04:46 PM, said:

sv_pure has been "Hacked" for ages your point is moot


Great! So people are probably using different assets than me! Like, spiked models, transparent walls, amplified/time-extended sounds, and other k3wl h4x! Yay, just like CS! :mad:

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Posted Today, 01:31 PM

View PostHaternet, on 12 March 2010 - 05:24 AM, said:

Great! So people are probably using different assets than me! Like, spiked models, transparent walls, amplified/time-extended sounds, and other k3wl h4x! Yay, just like CS! :mad:

Exactly, right now there is absolutely nothing standing in the way of hackers, hence 4.2

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