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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 12 March 2010 - 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: 12 March 2010 - 03:04 AM


#557 User is offline   QA RS| SubJunk Icon

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Posted 12 March 2010 - 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 offline   fda| ObScUrE Icon

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Posted 12 March 2010 - 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.

Quote

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"


Quote

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

#559 User is offline   Haternet Icon

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Posted 12 March 2010 - 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.

#560 User is offline   Haternet Icon

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Posted 12 March 2010 - 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 12 March 2010 - 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

#562 User is offline   YAY5637 Icon

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Posted 13 March 2010 - 02:20 PM

I have noticed some other ?bug?
When I start the game im not automaticly in fullscreen mode, but I have to click into the game first so the windows taskbar will disappear

#563 User is offline   mitsubishi Icon

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Posted 15 March 2010 - 12:26 PM

I haven't removed any of those vars explicitly; if they are removed they are removed from ioquake3 upstream, the base of its source.

#564 User is offline   azu Icon

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Posted Yesterday, 10:39 AM

Hi
I like the surround sound from iKALiZER and this works perfect for me under WINE when I use the fglrx driver, but they tear when I watch movies and take up a lot of RAM. So I want to use the radeon driver instead. But then this runs very slow.. like one frame per second. I tried the Linux version and it wouldn't even start;

Quote

./ioq3-urt.x64
ioq3-urt Feb 5 2010 based on ioq3 1.36+SVN, under the GPL. gcc compiler
Client had been running for 1 days, 1 hours, 17 minutes and 02s
Couldn't get a visual
...WARNING: could not set the given mode (-1)
Couldn't get a visual
...WARNING: could not set the given mode (-1)
Setting r_mode -1 failed, falling back on r_mode 3
Couldn't get a visual
...WARNING: could not set the given mode (3)
----- CL_Shutdown -----
-----------------------
GLimp_Init() - could not load OpenGL subsystem



Not that there'd be much point in using it anyways (the only new feature I use is iKALiZER), just posting this to be more complete. They both work fine with fglrx.

The default non-optimized Linux version (ioUrbanTerror.x86_64) works the same with either driver (but of course no iKALiZER), and the default non-optimized Windows version works under WINE (but very slow with radeon driver, and of course no iKALiZER).

Is there any way to solve this?

Info from glxinfo;

Quote

name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
GLX version: 1.2
OpenGL vendor string: Advanced Micro Devices, Inc.
OpenGL renderer string: Mesa DRI R600 (RV770 9440) 20090101 TCL DRI2
OpenGL version string: 2.0 Mesa 7.9-devel
OpenGL shading language version string: 1.10


My video card; Radeon HD 4870 512MB
libdrm-radeon1 version; 2.4.19
xserver-xorg-video-radeon version; 1:6.12.191

Please help..

#565 User is offline   mitsubishi Icon

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Posted Yesterday, 03:16 PM

^it appears to be an issue that would be identical in ioquake3; try there for help too. Potentially a radeon driver issue.

PS. IIRC fglrx is way more advanced than radeon, at least last time I checked, are you sure you want to use it?

#566 User is offline   mitsubishi Icon

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Posted Yesterday, 03:22 PM

SDL Keyboard speed/delay being static, has been workarounded to respect Windows settings.

Files are updated.


Normally, the functions to re-get those values would be called constantly during rendering but it was made to happen only if a new input method is requested or when console is brought down (to save CPU cycles).

Also, win gcc and win64 compilers were updated.

This post has been edited by mitsubishi: Yesterday, 04:35 PM


#567 User is offline   azu Icon

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Posted Yesterday, 08:46 PM

View Postmitsubishi, on 17 March 2010 - 04:16 AM, said:

^it appears to be an issue that would be identical in ioquake3; try there for help too. Potentially a radeon driver issue.

PS. IIRC fglrx is way more advanced than radeon, at least last time I checked, are you sure you want to use it?


Another reason is that it only works on Linux 2.6.31 and below. The radeon one works on 2.6.32/2.6.33/2.6.34.

I don't think it's a problem with the driver since it runs the non-optimized one (that is included with Urban Terror) fine. I think one of the changes that you made (besides iKALiZER, since this happens even with it disabled) caused the regression. Is there any possibility you could release a version where the only change is iKALiZER support and everything else is the same? I think then performance would be good like the default one. Pretty please? :D

p.s.
I tried the new version and same problem.

This post has been edited by azu: Yesterday, 08:52 PM


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Posted Yesterday, 11:24 PM

The 64-bit version is working for me now (ioq3-1779-urt-win64-170310), however iKALiZER gives an error in the console, and doesn't work, so only the default sound works. The error is:

IKALIZER: Cannot load 'ikalizer.aei' or 'samlib.sae'

The 32-bit version (ioq3-1779-urt-170310) runs iKALiZER perfectly.

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