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

with iKALiZER, Win64 support, Fixes and Improvements

#571 User is offline   QA RS| SubJunk Icon

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Posted Yesterday, 01:25 PM

View Postmitsubishi, on 18 March 2010 - 05:36 AM, said:

Ikalizer is not supported on 64bit version because simply the Ikalizer DLL (.aei file) is compiled by its author in 32bit only. I've asked in its thread for an 64bit version.

Ahh ok, cool

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Posted Yesterday, 09:24 PM

View Postmitsubishi, on 18 March 2010 - 02:18 AM, said:

I had done that earlier:



but it has no fixes and features of this and i'm not a lot into adding them.

'bumpy' is a nice feature there but 27's edits have advanced beyond that and in its current version it looks unstable to me (in the version of source publicly available)

Sweet, now I've got the best of both worlds. Thank you!

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Posted Yesterday, 09:48 PM

I don't think you have the best of both worlds. You have no fixes and features of this, no latest version of ikalizer, no latest version of bumpy, no latest version of ioquake3, not latest version of compilers.

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Posted Yesterday, 10:22 PM

I love the ikalizer plus bumpy plus sse2 build.

best build to date in my opinion.
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#575 User is online   mitsubishi Icon

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Posted Yesterday, 10:30 PM

it's interesting because of bumpy though it's not the latest bumpy available, it seems to have advanced a lot from then, and generally what it gives more is generally little; without it you get ioquake3's latest code.

of course one could include bumpy into latest code but it looks a whole adventure to do it; 27's edits aren't a simple; they encompass a large part of the code.

in fact, even 4.2's pre-release in mapping forum doesn't seem to have latest ioq3 code which is a bit worrying but whatever.

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Posted Yesterday, 11:51 PM

View Postmitsubishi, on 17 March 2010 - 02:22 PM, said:

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.


Tested and confirmed to be working as expected. Thanks, mitsubishi. :smile:

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Posted Today, 01:27 PM

In your latest build (don't know about older ones) there's a problem with the standard sound engine: When shooting, the gun sound has dropouts sometimes (some shots are silent).


View Postmitsubishi, on 04 November 2009 - 04:42 PM, said:

[*]in case game console can't be brought down, force it with shift+esc.

I've just discovered that the console is now brought down per double-tapping "~", which is a good feature because I won't bring it down accidentally anymore when choosing the knife with "1" in hectic combat situations ;-)

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Posted Today, 01:39 PM

View PostGnorkh, on 19 March 2010 - 02:27 PM, said:

When shooting, the gun sound has dropouts sometimes (some shots are silent).

You may have reached a limit in sources according to the audio engine being used. Though I remember reading that Ikalizer at some point had made it so that everything is supposed to be mixed internally anyway whatever the sources number being used, but I don't know the extend of that being true always.

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Posted Today, 04:06 PM

View Postmitsubishi, on 19 March 2010 - 01:39 PM, said:

You may have reached a limit in sources according to the audio engine being used.

Yes, but I'm wondering why I don't experience this with the original build :-( It's a pity, because I'd like to use your optimized build with the standard sound engine.

This post has been edited by Gnorkh: Today, 04:07 PM


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