Re: [ioquake3] changed com_maxfps behaviour

2011-03-21 Thread Michael Menegakis
On Sun, Mar 20, 2011 at 11:26 PM, uZu wrote: > Hello, > > Le 17/03/2011 14:36, Michael Menegakis a écrit : > > By the way, with minuscule performance impact you can have microsecond > > definition support in FPS throttling and set FPS to any integer and > > even fra

Re: [ioquake3] changed com_maxfps behaviour

2011-03-21 Thread Michael Menegakis
On Thu, Mar 17, 2011 at 4:09 PM, Thilo Schulz wrote: > On Thursday, 17. March 2011 14:36:00 Michael Menegakis wrote: > > By the way, with minuscule performance impact you can have microsecond > > definition support in FPS throttling and set FPS to any integer and > > even

Re: [ioquake3] changed com_maxfps behaviour

2011-03-17 Thread Michael Menegakis
By the way, with minuscule performance impact you can have microsecond definition support in FPS throttling and set FPS to any integer and even fractions. I have done this here multiplatform http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt On Sat, Feb 19, 2011 at 2:07 AM,

Re: [ioquake3] what are trap_ used for? And, is it ok not to use them?

2011-01-27 Thread Michael Menegakis
On Wed, Jan 26, 2011 at 12:30 PM, Ben Noordhuis wrote: > On Wed, Jan 26, 2011 at 11:03, Yasir I. Al-Dosary - zgzg2020™ >> Furthermore, I would like to skip those trap_ and go directly to the >> function, >> is that alright??? > > You could if you linked engine and SDK into one big binary but why

Re: [ioquake3] Fair ping

2011-01-21 Thread Michael Menegakis
On Sat, Jan 22, 2011 at 5:58 AM, Thilo Schulz wrote: > On Saturday, 22. January 2011 04:43:37 eviljoel wrote: >> Are you saying this to avoid complex programming > > Precisely. And basically threading is an overkill if one just needs a tiny subsystem that updates a couple of variables. Complexity

Re: [ioquake3] Using GPLv3 code in ioquake3

2011-01-05 Thread Michael Menegakis
On Wed, Jan 5, 2011 at 8:49 PM, Daniel Gibson wrote: > On Wed, Jan 5, 2011 at 7:38 PM, Michael Menegakis wrote: >> On Wed, Jan 5, 2011 at 12:20 AM, Ryan C. Gordon wrote: >>> >>>> sold one to Urban Terror). Making more problems with GPL3 might be in >>>&

Re: [ioquake3] Using GPLv3 code in ioquake3

2011-01-05 Thread Michael Menegakis
On Wed, Jan 5, 2011 at 12:20 AM, Ryan C. Gordon wrote: > >> sold one to Urban Terror). Making more problems with GPL3 might be in >> the same venue. > > I doubt it was malicious. While they're willing to sell someone an id Tech 3 > license, I don't imagine they even notice the revenue on their acc

Re: [ioquake3] Using GPLv3 code in ioquake3

2011-01-04 Thread Michael Menegakis
On Tue, Jan 4, 2011 at 10:19 PM, Ryan C. Gordon wrote: > >> If Turtle Arena contains both GPLv2+ modules (from ioquake3) and GPLv3 >> modules >> (from WolfET) > > I'm late to this discussion, but I wanted to throw in an important note: > > Enemy Territory, as far as I can tell, isn't compatible wi

Re: [ioquake3] What's the easiest way to get a player list client side?

2010-12-24 Thread Michael Menegakis
On Thu, Dec 23, 2010 at 7:38 PM, Roman Tetelman wrote: > char *name = InfoValueForKey( cl.gameState.stringData + > cl.gameState.stringOffsets[ CS_PLAYERS + clientnum ], "n" ); You Sir are a magician. Here's a printable version for (i = 0; i < MAX_CLIENTS; i++)

Re: [ioquake3] What's the easiest way to get a player list client side?

2010-12-23 Thread Michael Menegakis
On Thu, Dec 23, 2010 at 2:36 AM, Ryan Barton wrote: > I usually join the server and push the tab key Where is the array of char* saved for client access?? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake

[ioquake3] What's the easiest way to get a player list client side?

2010-12-22 Thread Michael Menegakis
I noticed there's CL_ServerStatus_f which it seems to be first sending a request to a server, then waiting for it for a response and then printing it in a certain way. Is there a way without altering server code (or game code) to get simply an array of char* of the player list names? (Ideally with

Re: [ioquake3] Unicode in console

2010-12-15 Thread Michael Menegakis
On Wed, Dec 15, 2010 at 9:42 AM, Michael Menegakis wrote: > On Wed, Dec 15, 2010 at 1:51 AM, Ben Noordhuis wrote: >> On Tue, Dec 14, 2010 at 23:45, Michael Menegakis wrote: >>> It's not easy to make something on ioquake3 thread safe. e.g. Whenever >>> i w

Re: [ioquake3] Unicode in console

2010-12-14 Thread Michael Menegakis
On Wed, Dec 15, 2010 at 1:51 AM, Ben Noordhuis wrote: > On Tue, Dec 14, 2010 at 23:45, Michael Menegakis wrote: >> It's not easy to make something on ioquake3 thread safe. e.g. Whenever >> i want to print something from it I completely avoid Com_Printf (since >> it

Re: [ioquake3] Unicode in console

2010-12-14 Thread Michael Menegakis
I have now a variant of ioquake3 that renders OpenGL Unicode fonts with FTGL library: http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt It's mainly used to render Google Translation output of chat. It's partly work in progress but it's at an operational state here. It ha

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sun, Dec 5, 2010 at 5:10 AM, Michael Menegakis wrote: > On Sun, Dec 5, 2010 at 4:57 AM, Michael Menegakis wrote: >> On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote: >>> On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote: >>>> On Sat, Dec 4, 2010

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sun, Dec 5, 2010 at 4:57 AM, Michael Menegakis wrote: > On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote: >> On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote: >>> On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote: >>>> to lock rd_buff

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sat, Dec 4, 2010 at 5:25 PM, Michael Menegakis wrote: > On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote: >> On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote: >>> to lock rd_buffer >> >> More like the whole function from the inside now that I th

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sat, Dec 4, 2010 at 4:08 PM, Michael Menegakis wrote: > On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote: >> to lock rd_buffer > > More like the whole function from the inside now that I think about it Sorry for the spam. For future reference it seems that to make it th

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sat, Dec 4, 2010 at 3:58 PM, Michael Menegakis wrote: > to lock rd_buffer More like the whole function from the inside now that I think about it ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioqua

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
On Sat, Dec 4, 2010 at 3:24 PM, Michael Menegakis wrote: > If not, which variable to we lock to make it? Nevermind. I believe it isn't and one would have to lock rd_buffer which resides in it for avoiding simultaneous writes. Though I'd welcome a

[ioquake3] Is Com_Printf thread safe?

2010-12-04 Thread Michael Menegakis
If not, which variable to we lock to make it? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

Re: [ioquake3] Unicode in console

2010-12-02 Thread Michael Menegakis
On Thu, Dec 2, 2010 at 2:37 PM, Michael Menegakis wrote: > On Thu, Dec 2, 2010 at 12:38 PM, Ben Noordhuis wrote: >> On Thu, Dec 2, 2010 at 10:56, Michael Menegakis wrote: >>> Is it doable? I made a routine to work with Google Translate on game >>> chat (or explicitl

Re: [ioquake3] Unicode in console

2010-12-02 Thread Michael Menegakis
On Thu, Dec 2, 2010 at 12:38 PM, Ben Noordhuis wrote: > On Thu, Dec 2, 2010 at 10:56, Michael Menegakis wrote: >> Is it doable? I made a routine to work with Google Translate on game >> chat (or explicitly with /translate ) but the main issue is that >> mainly ASCII output i

Re: [ioquake3] Unicode in console

2010-12-02 Thread Michael Menegakis
On Thu, Dec 2, 2010 at 12:35 PM, Matthias Bentrup wrote: > 2010/12/2 Michael Menegakis >> >> Is it doable? I made a routine to work with Google Translate on game >> chat (or explicitly with /translate ) but the main issue is that >> mainly ASCII output is supported an

[ioquake3] Unicode in console

2010-12-02 Thread Michael Menegakis
Is it doable? I made a routine to work with Google Translate on game chat (or explicitly with /translate ) but the main issue is that mainly ASCII output is supported and input is also problematic. It basically limits the languages it support. It's also important for other common uses; people simp

[ioquake3] Generic Issues I noticed that might help all ioquake3 users (devs)

2010-11-24 Thread Michael Menegakis
These are issues I discovered when I was developing ioq3-urt (http://www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt) that might be helpful to all developers. They aren't all, but I'll try to include the most generic ones. In random order: 1. Base sound repeat delay: The 'allowed'

[ioquake3] VBO [from XreaL] code in bugtracker, question.

2010-11-24 Thread Michael Menegakis
referring to: http://bugzilla.icculus.org/show_bug.cgi?id=4358 I compiled a default windows binary with it but FPS is considerably lower with it than other renderers, notably the base one. Is there a specific setting to make it faster as the XReaL web pages promise? Is it normal to be like that i

Re: [ioquake3] ET & RTCW Open-Source!

2010-11-05 Thread Michael Menegakis
On Sat, Oct 9, 2010 at 5:38 AM, Egg Dog wrote: > Has there been any additional work done on these releases yet? > I have noticed the mercurial repositories have not had any commits aside > from the initial release in August. > I'm trying to wolfet on my lovely 64bit lunux system and not having a w

Re: [ioquake3] Urban Terror moves to a license of quake3

2010-11-04 Thread Michael Menegakis
On Thu, Nov 4, 2010 at 7:24 AM, Russell Valentine wrote: > If you read the comments of the announcement, you'll see that since > their mod is not GPL they had to keep it compatible with vanilla so they > could "imagine" it is for the original vanilla engine even if people > used ioq3 to play it.

[ioquake3] Urban Terror moves to a license of quake3

2010-11-03 Thread Michael Menegakis
Full article from http://www.urbanterror.info/news/home/ "Hi folks, Frozen Sand here with some important news about the next release. Firstly, Urban Terror 4.2 is still coming. It’s got new maps, new visuals, new weapons, a new renderer and of course, the passport anticheat. It’s got the most new

[ioquake3] Threaded Optimization on NVIDIA

2010-08-27 Thread Michael Menegakis
Take a look at this question and answer. http://gamedev.stackexchange.com/questions/3254/what-is-the-right-process-to-get-compatibility-or-at-least-a-workaround-for-the ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinf

Re: [ioquake3] ET & RTCW Open-Source!

2010-08-17 Thread Michael Menegakis
On Tue, Aug 17, 2010 at 7:27 PM, Zachary wrote: > I don't have plans for new mailing lists yet. > the ioquake3 list is fairly low volume. ioidtech4 next time? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioq

Re: [ioquake3] ET & RTCW Open-Source!

2010-08-15 Thread Michael Menegakis
On Mon, Aug 16, 2010 at 12:38 AM, Simon McVittie wrote: > (I've recently been working on enhancing ioquake3's com_standalone mode so we > can use it as the OpenArena engine in Debian, and have got to the point where > the same binary can run vanilla Quake 3 and OpenArena without OA-specific Surpr

Re: [ioquake3] ET & RTCW Open-Source!

2010-08-14 Thread Michael Menegakis
On Sat, Aug 14, 2010 at 2:03 PM, Enrico Zschemisch wrote: > can someone please summarise the differences between Quake 3, RTCW and ET > engines? All I can find is only minor differences... 'Cause that's the reality. They are basically different mods of id tech 3. Quake3 arena has the "mod" baseq3

Re: [ioquake3] bugzilla is setup

2010-08-13 Thread Michael Menegakis
On Fri, Aug 13, 2010 at 12:29 PM, Martin Gerhardy wrote: > ensure that astyle is run over the files Also, fork the linux kernel and blindly auto indent it all because there is surely nothing those clueless programmers might want to say by their indentation. ___

Re: [ioquake3] ET & RTCW Open-Source!

2010-08-12 Thread Michael Menegakis
On Fri, Aug 13, 2010 at 12:24 AM, Zachary wrote: > Great news everyone! > > As John Carmack just announced during QuakeCon, RTCW and Enemy Territory are > open-source! > > Currently, I'm on my lunch break at my day job, but my intention is to have > basic websites up for both projects tonight at

Re: [ioquake3] Openal-Soft statically

2010-07-31 Thread Michael Menegakis
USE_OPENAL_DLOPEN is 0. On Sat, Jul 31, 2010 at 7:02 PM, Michael Menegakis wrote: > I tried building ioquake3 with OpenAL-soft statically but it gives its > functions as undefined. I compiled OpenAL-Soft with "cmake .. -G "MSYS > Makefiles" -DLIBTYPE=STATIC" an

[ioquake3] Openal-Soft statically

2010-07-31 Thread Michael Menegakis
I tried building ioquake3 with OpenAL-soft statically but it gives its functions as undefined. I compiled OpenAL-Soft with "cmake .. -G "MSYS Makefiles" -DLIBTYPE=STATIC" and it was fine. I had replaced include files from latest version. I included the file in CLIENT_LIBS. Any idea what might be wr

Re: [ioquake3] Base Audio issue

2010-07-19 Thread Michael Menegakis
On Mon, Jul 19, 2010 at 11:49 AM, Ben Noordhuis wrote: > On Mon, Jul 19, 2010 at 04:48, Michael Menegakis wrote: >> Removing that "buffering" check completely I saw no crashes or CPU >> increase when spamming audio on timescale 10. Is it needed? > > Not as such

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
Removing that "buffering" check completely I saw no crashes or CPU increase when spamming audio on timescale 10. Is it needed? On Mon, Jul 19, 2010 at 3:41 AM, Michael Menegakis wrote: > I FOUND IT. > > changing to > > allowed = 12; > if (entityNum == liste

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
2010 at 7:56 PM, Michael Menegakis wrote: > > When using the binary from the website, spamming an automatic weapon (e.g. > G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur > on openal. It gives the impression rate of fire is lower but it's

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
ok definitely a sound files / over time issue, on timescale 0.5 it does not occur. Easy way to reproduce here: /devmap something in urban terror get G36 weapon spam it with /give ammo on a key at about 2nd or 3rd clip it begins to lose sounds. On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
On Sun, Jul 18, 2010 at 11:40 PM, |ALPHA| Mad Professor < alpha.mad.profes...@gmail.com> wrote: > Try fooling around with s_sdlChannels maybe? > that's just mono and stereo. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/l

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
2010/7/18 Thilo Schulz > On Sunday, 18. July 2010 19:02:10 Michael Menegakis wrote: > > Add: not there on an old binary without sdl. > > The sound mixer can only play a given number of sounds in parallel. If this > number is exceeded, sounds will be dropped. This is normal beh

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
Add: not there on an old binary without sdl. On Sun, Jul 18, 2010 at 7:57 PM, Michael Menegakis wrote: > Add: This is on Windows 7 x64 and a common onboard realtek. > > > On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote: > >> When using the binary from the website,

Re: [ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
Add: This is on Windows 7 x64 and a common onboard realtek. On Sun, Jul 18, 2010 at 7:56 PM, Michael Menegakis wrote: > When using the binary from the website, spamming an automatic weapon (e.g. > G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur >

[ioquake3] Base Audio issue

2010-07-18 Thread Michael Menegakis
When using the binary from the website, spamming an automatic weapon (e.g. G36 in Urban Terror), it "loses" some sounds occasionally. It does not occur on openal. It gives the impression rate of fire is lower but it's only the audio, number of bullets still go down fast. Do you know what may be ca

[ioquake3] cl_aviMotionJpeg

2010-07-04 Thread Michael Menegakis
Is there a particular reason quality is fixed to 90? Can it get a cl_aviMotionJpegQuality? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and

Re: [ioquake3] Why does it compile with -fno-strict-aliasing?

2010-06-30 Thread Michael Menegakis
Thanks. I also went and made the compiler warn about it. Places where "warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]" occurs on gcc 4.6.0: code/qcommon/net_ip.c code/renderer/tr_backend.c code/renderer/tr_shade.c code/renderer/tr_shade_calc.c: cod

[ioquake3] Why does it compile with -fno-strict-aliasing?

2010-06-30 Thread Michael Menegakis
What is the portion of the code that is 'saved' by it? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

[ioquake3] Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

2010-06-09 Thread Michael Menegakis
Latest source is in the same directory with the binary here: http://forums.urbanterror.info/topic/11414-bumpmapping-modifications-enthusiastic-mappers-required/ This appears to be compatible with baseq3 at the moment. It's pretty impressible work, check it out. They are basing it on an earlier v

Re: [ioquake3] Was update.quake3arena.com left to die?

2010-06-05 Thread Michael Menegakis
On Sat, Jun 5, 2010 at 8:53 PM, LinuxManMikeC wrote: > So settle down on the drama before you wet yourself son.  Go outside and > play while the grownups fix the Internet. OK, "linux Man Mike". ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://

Re: [ioquake3] Was update.quake3arena.com left to die?

2010-06-05 Thread Michael Menegakis
On Sat, Jun 5, 2010 at 2:21 PM, Michael Menegakis wrote: > On Fri, Jun 4, 2010 at 8:08 PM, eviljoel wrote: >> Hello, >> >> Domain quakecon.org was having DNS problems as well.  Possibly related. > > quake3arena.com remains still dead today though peculiarly it has a &g

Re: [ioquake3] Was update.quake3arena.com left to die?

2010-06-05 Thread Michael Menegakis
On Fri, Jun 4, 2010 at 8:08 PM, eviljoel wrote: > Hello, > > Domain quakecon.org was having DNS problems as well.  Possibly related. quake3arena.com remains still dead today though peculiarly it has a whois record with dns. ___ ioquake3 mailing list ioq

Re: [ioquake3] Was update.quake3arena.com left to die?

2010-06-04 Thread Michael Menegakis
On Fri, Jun 4, 2010 at 2:25 PM, Michael Menegakis wrote: > I get errors about update.quake3arena.com today and the domain doesn't > have a whois record. Panic mode off. It appears its whois record was updated 2 June 2010. Why it was dead (with no whois record at all) I h

[ioquake3] Was update.quake3arena.com left to die?

2010-06-04 Thread Michael Menegakis
I get errors about update.quake3arena.com today and the domain doesn't have a whois record. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 an

Re: [ioquake3] Last revision 1784 (OP_BLOCK_COPY fix for win64)

2010-06-03 Thread Michael Menegakis
On Mon, May 17, 2010 at 5:15 PM, Ludwig Nussel wrote: > Michael Menegakis wrote: >> Out of encyclopedic curiosity, why does it push a register twice? What >> does it fix? Does it avoid a bug, or makes it faster? Does it apply to >> all games? > > OP_BLOCK_COPY pus

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-31 Thread Michael Menegakis
On Mon, May 31, 2010 at 10:02 AM, Matthias Bentrup wrote: > the "fast" approximate sqrt may not be so fast on current CPUs. The > fast sqrt has to move the value from an FPU or SSE register into an integer > register and back, and these instructions have a high latency, while the > built-in sqrt (

[ioquake3] SMP on Win/Linux/Mac OS + Multithreading on NVIDIA drivers

2010-05-30 Thread Michael Menegakis
I know the usual 'it was originally for old processors and it may not do much here [plus thread safe drivers appear to be rare]' but it can't hurt to try. Furthermore, I noticed ioquake3 has edited the original code for SDL hence there should deviation from original q3 GPL. Editing the #ifndef MAC

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-29 Thread Michael Menegakis
On Sat, May 29, 2010 at 4:55 PM, Thilo Schulz wrote: > the max. relative error is 0.175% over all floats. OK, that's relatively, not completely marginal. If one is going to go with a 'safe' approach (since I noticed if it's replaced with sqrt() benchmarking doesn't show anything noticeable) do th

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-29 Thread Michael Menegakis
On Sat, May 29, 2010 at 5:46 PM, Ryan wrote: >> a probability to create inconsistencies or at least visual >> discrepancies? > > No Why? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By s

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-29 Thread Michael Menegakis
On Sat, May 29, 2010 at 3:52 PM, Thilo Schulz wrote: > This "hack" is actually an approximation of the inverse square root function, > by means of the Newton-Raphson-iteration which is broken off after the first > iteration. The trick lies in choosing a good initial value for that iteration. > I h

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-29 Thread Michael Menegakis
On Sat, May 29, 2010 at 1:58 PM, Tei wrote: > I don't even know what are you talking about, but I am going to pretend to. http://en.wikipedia.org/wiki/Fast_inverse_square_root Whole glorious wikipedia article with pictures and all. [Unlike this project :|) ___

[ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-29 Thread Michael Menegakis
Is it in the end result of the gameplay completely safe? Does it have a probability to create inconsistencies or at least visual discrepancies? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org

Re: [ioquake3] gamma not working

2010-05-22 Thread Michael Menegakis
if you changed that var put it back 'cause here it makes it not work while it was working with it off. On Sat, May 22, 2010 at 3:37 PM, Dominic Fandrey wrote: > On 22/05/2010 13:49, Ben Noordhuis wrote: >>> Currently r_gamma has no effect on my system. Also, everything is >>> very dark with r_ove

[ioquake3] Compiler Options

2010-05-18 Thread Michael Menegakis
For a few years now there've been some 'historical' compiler options on the Makefile. I've noticed 'unroll loops' may slow it down here, at least marginally, and someone else had said he noticed the same. The gcc manual reports it may or may not make it faster, I guess the 'not' got the better of i

Re: [ioquake3] Motion Blur/"exposure time"/"shutter speed" for /video

2010-05-18 Thread Michael Menegakis
By the way, there was apparently a q3 GPL modification that added motion blur, in the 'q3mme' project, or 'Quake3 Movemaker's Edition'. http://q3mme.proboards.com/index.cgi They appear to have binaries still available. But the source was only released for an early version [without motion blur] [

Re: [ioquake3] Last revision 1784 (OP_BLOCK_COPY fix for win64)

2010-05-17 Thread Michael Menegakis
I know one case wine is needed: Someone wrote an exceptionally complex audio engine for ioquake3 that remained closed source on the DLL. http://forums.urbanterror.info/topic/8709-ikalizer-new-audio-engine-surround-sound-urbanterror-v02200b-newpatch/ It has HRTF and other effects that OpenAL-soft

[ioquake3] Last revision 1784 (OP_BLOCK_COPY fix for win64)

2010-05-17 Thread Michael Menegakis
Out of encyclopedic curiosity, why does it push a register twice? What does it fix? Does it avoid a bug, or makes it faster? Does it apply to all games? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-io

[ioquake3] Motion Blur/"exposure time"/"shutter speed" for /video

2010-05-13 Thread Michael Menegakis
I sounds easy to be implemented by someone already versed in the renderer. Is it easily possible? Has it been considered? It might help against "panning" on low FPS. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.c

Re: [ioquake3] Modular Rendering System

2010-05-07 Thread Michael Menegakis
On Wed, May 5, 2010 at 1:30 PM, Tei wrote: > Quake3 is relevant because is the *absolute best*  engine you can want > for the type of gameplay you have in Quake3 Arena.  Bots skirmish. > Theres a perfect fit  gameplay-engine here. I read such replies and I feel like someone's trying to sell the g

[ioquake3] Quirk in README

2010-05-05 Thread Michael Menegakis
"Caps Lock" and "Num Lock" can not be used as normal binds since they do not send a KEYUP event until the key is pressed again." That's actually easily reversed with an environmental variable: SDL_DISABLE_LOCK_KEYS case 1: SDL_NoLockKeys = S

Re: [ioquake3] Modular Rendering System

2010-05-05 Thread Michael Menegakis
On Wed, May 5, 2010 at 1:30 PM, Tei wrote: > recently  Unreal has "open" his engine IIRC it has a hilarious clause that you have to pay almost all of your profits if not more (a large percentage on gross) in case you go commercial. ___ ioquake3 mailing

Re: [ioquake3] Modular Rendering System

2010-05-04 Thread Michael Menegakis
An issue might be that people await for Doom3/Next id software GPL release and may be afraid whatever such effort may by put to waste by 'ooh, shiny, forget ioq3, jump into iod3'. ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.o

Re: [ioquake3] Modular Rendering System

2010-05-02 Thread Michael Menegakis
ok, will anyone do anything, practically? 'cause the project seems inactive lately. On Sun, May 2, 2010 at 12:54 PM, Zachary wrote: > > On May 2, 2010, at 1:01 AM, m...@rq3.com wrote: >> ioq3 should be the one-stop shop for most projects starting off. > > Yep. > __

Re: [ioquake3] Modular Rendering System

2010-05-01 Thread Michael Menegakis
If art assets are very bound to the renderer type, doesn't this become a bit impractical in the real world? If a dev team is going to use only a specific renderer for their art assets and that dev team has the control of the client that their users will receive, doesn't this whole operation becomes

[ioquake3] Is it right for searchpath to have first 'appdata' and second an install dir on Program Files?

2010-04-25 Thread Michael Menegakis
That way autodownloading can override a main installation right? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

[ioquake3] How can we make a shortcut to kill the game on map/game loading?

2010-04-23 Thread Michael Menegakis
I remember I had looked into it but it wasn't apparent at all how to do it. Anyone having an idea? If not with a proper q3config saving etc., at least with a proper kill. [in code, I know there's no such a way already]. ___ ioquake3 mailing list ioquake

Re: [ioquake3] SDL1.3 in ioquake3 | WM_INPUT support on Windows

2010-04-07 Thread Michael Menegakis
im Angus wrote: > On 07/04/2010 11:57, Michael Menegakis wrote: >> >> Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT >> for Mouse movement on Windows so I got interested. [SDL1.3 does] > > I would be surprised if it actually makes that much differ

[ioquake3] SDL1.3 in ioquake3 | WM_INPUT support on Windows

2010-04-07 Thread Michael Menegakis
Has anyone started such a work? I noticed SDL1.2 does not use WM_INPUT for Mouse movement on Windows so I got interested. [SDL1.3 does] Alternatively, has anyone managed to hack WM_INPUT on SDL1.2? Context on Input: http://msdn.microsoft.com/en-us/library/ee418864%28v=VS.85%29.aspx __

Re: [ioquake3] Any idea what could be causing this little bug?

2010-04-02 Thread Michael Menegakis
On Fri, Apr 2, 2010 at 7:10 PM, Edson Alves Pereira wrote: > I suggest you, go to > > Cmd_ExecuteString (text=0x28f484 "ut_weaptoggle") at > code/qcommon/cmd.c: > > and check it code! I went there and the code is unmodified. (and the other obvious places on the trace) ___

Re: [ioquake3] Any idea what could be causing this little bug?

2010-04-02 Thread Michael Menegakis
Forgot to mention, it does not appear on a x86_64 client. On Fri, Apr 2, 2010 at 10:02 AM, Michael Menegakis wrote: > By running a [black box] command in urban terror, without the > arguments it usually requires, it crashes the client with > > #0  0x32643db5 in ?? () > #1  0x0046

[ioquake3] Any idea what could be causing this little bug?

2010-04-02 Thread Michael Menegakis
By running a [black box] command in urban terror, without the arguments it usually requires, it crashes the client with #0 0x32643db5 in ?? () #1 0x0046aa00 in VM_Call (vm=0x1ef1d10, callnum=2) at code/qcommon/vm.c:771 #2 0x0040a1a0 in CL_GameCommand () at code/client/cl_cgame.c:791 #3 0x00431

Re: [ioquake3] Video stream / Webcam INGAME Quake3

2010-03-31 Thread Michael Menegakis
Are the underlying protocols stable enough nowadays to make a cross platform version of something like that for ioquake3? I mean, it already has VoIP right? On Wed, Mar 31, 2010 at 11:14 PM, Patrick Baggett wrote: > In theory, this isn't too hard (well, at least the case of a camera in the > co

Re: [ioquake3] Support for x86_64 on mingw-w64 [PATCH]

2010-03-25 Thread Michael Menegakis
On Sun, Feb 28, 2010 at 11:00 AM, Ludwig Nussel wrote: > Michael Menegakis wrote: >> - Makefile attempts to be multi-platform and multi-arch (mainly by >> replacing an uname check with a gcc -v check to avoid MSYS' uname >> which prints i686 regardless. This can

[ioquake3] Urban Terror doesn't want you to discuss part of their game is ioquake3

2010-03-23 Thread Michael Menegakis
http://forums.urbanterror.info/topic/15530-urbanterror-passport-anti-cheat/page__st__390 ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and l

Re: [ioquake3] future hg switch

2010-03-19 Thread Michael Menegakis
I want to drop a general note and I say I think a lot of thinking is spent in this list about 'surface' things while no much is going on code-wise. On Fri, Mar 19, 2010 at 5:57 PM, Matt Turner wrote: > On Fri, Mar 19, 2010 at 11:53 AM, Ryan C. Gordon wrote: >> If it comes down to working around

Re: [ioquake3] future hg switch

2010-03-18 Thread Michael Menegakis
On Fri, Mar 19, 2010 at 1:57 AM, Ryan C. Gordon wrote: > This is why I chose hg over git for the SDL project... > http://lists.libsdl.org/pipermail/sdl-libsdl.org/2010-February/075192.html Since your reasons include ease of use and support, git has a very, very, very strong point. The bulk of mos

Re: [ioquake3] Keyboard repeat and delay of the OS isn't respected.

2010-03-17 Thread Michael Menegakis
On Wed, Mar 17, 2010 at 3:41 PM, Michael Menegakis wrote: > On Wed, Mar 17, 2010 at 3:00 PM, Michael Menegakis wrote: >> I notice SDL_EnableKeyRepeat is apparently effectively called in EVERY >> frame (from IN_ProcessEvents()). > > ah. a workaround i noticed is to put a b

Re: [ioquake3] Keyboard repeat and delay of the OS isn't respected.

2010-03-17 Thread Michael Menegakis
On Wed, Mar 17, 2010 at 3:00 PM, Michael Menegakis wrote: > I notice SDL_EnableKeyRepeat is apparently effectively called in EVERY > frame (from IN_ProcessEvents()). ah. a workaround i noticed is to put a boolean to qfalse each time Key_SetCatcher() is called hence to save the cpu cycles

Re: [ioquake3] Keyboard repeat and delay of the OS isn't respected.

2010-03-17 Thread Michael Menegakis
On Wed, Mar 17, 2010 at 2:31 PM, Michael Menegakis wrote: >        //WINAPI: "0 (approximately 2.5 repetitions per second)[400ms] > through 31 (approximately 30 repetitions per second)[33ms]" >        speed = 400 - speed * 12; That may be more accurate with rint(400 - (f

[ioquake3] Keyboard repeat and delay of the OS isn't respected.

2010-03-17 Thread Michael Menegakis
I'm not 100% sure I didn't miss something but it appears SDL does not support dynamic repeats and delays of keyboard input from OSes. This appears to be doing it for Windows: (by replacing SDL_EnableKeyRepeat with it with #ifdef _WIN32 in appropriate places) static void SDL_EnableKeyRepeatWin (v

Re: [ioquake3] [Quake1][OT] Nexuiz spawns a Playstation 3 game.

2010-03-10 Thread Michael Menegakis
On Wed, Mar 10, 2010 at 11:32 PM, Joerg Dietrich wrote: > Matt Turner schrieb: >> On Wed, Mar 10, 2010 at 4:13 PM, Joerg Dietrich >> wrote: >>> I beg to differ. Maybe a bit redundant but not irrelevant. >>> Zack wrote about the problems of publishing on the PS3. >>> But this is a Sony-problem not

Re: [ioquake3] Support for x86_64 on mingw-w64 [PATCH]

2010-03-09 Thread Michael Menegakis
On Tue, Mar 9, 2010 at 10:04 AM, Dominic Fandrey wrote: > On 09/03/2010 08:53, Michael Menegakis wrote: >> On Tue, Mar 9, 2010 at 9:32 AM, Dominic Fandrey wrote: >>> On 09/03/2010 06:30, Michael Menegakis wrote: >>>> On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nuss

Re: [ioquake3] Support for x86_64 on mingw-w64 [PATCH]

2010-03-08 Thread Michael Menegakis
On Tue, Mar 9, 2010 at 9:32 AM, Dominic Fandrey wrote: > On 09/03/2010 06:30, Michael Menegakis wrote: >> On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nussel wrote: >>> So, has anyone tried the new build yet? >>> http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN17

Re: [ioquake3] Support for x86_64 on mingw-w64 [PATCH]

2010-03-08 Thread Michael Menegakis
On Sat, Mar 6, 2010 at 1:44 PM, Ludwig Nussel wrote: > So, has anyone tried the new build yet? > http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN1778-18.3.x86_64.exe > http://www.ioquake3.org/files/angst/ioquake3-1.36_SVN1778-15.2.x86.exe This one appears to be working fine http://www.ioquak

Re: [ioquake3] Saving and restoring the bin of vm compilation

2010-03-06 Thread Michael Menegakis
On Sat, Mar 6, 2010 at 8:38 PM, Przemyslaw Iskra wrote: > On Sat, Mar 06, 2010 at 07:57:31PM +0200, Michael Menegakis wrote: >> On Wed, Mar 3, 2010 at 5:12 AM, Michael Menegakis wrote: >> > I wonder if we could be saving the binary of vm compilation on the >> > user di

Re: [ioquake3] Saving and restoring the bin of vm compilation

2010-03-06 Thread Michael Menegakis
On Wed, Mar 3, 2010 at 5:12 AM, Michael Menegakis wrote: > I wonder if we could be saving the binary of vm compilation on the > user dir after initial run so that it's 'super fast' next time. > vm86_64 takes a few seconds even on a relatively modern computers so >

Re: [ioquake3] Saving and restoring the bin of vm compilation

2010-03-06 Thread Michael Menegakis
On Sat, Mar 6, 2010 at 1:49 PM, Ludwig Nussel wrote: > Michael Menegakis wrote: >> I wonder if we could be saving the binary of vm compilation on the >> user dir after initial run so that it's 'super fast' next time. >> vm86_64 takes a few seconds even on a

[ioquake3] Saving and restoring the bin of vm compilation

2010-03-02 Thread Michael Menegakis
I wonder if we could be saving the binary of vm compilation on the user dir after initial run so that it's 'super fast' next time. vm86_64 takes a few seconds even on a relatively modern computers so it might be very noticeable speedup. Just making sure it's technically feasible. _

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