Mental Patient | 2 Dec 15:45 2002

Re: Re: Quake2 and SDL

On Tue, 2002-11-26 at 17:45, Michel Dänzer wrote:
<dga stuff snipped>
> Why do you think this has anything to do with DGA when you correctly say
> above that the VidMode extension does this?
> 

Because I misunderstood how X loaded this stuff. I confused the dga
extensions as being related to the vidmode extension. When looking for
docs for what exactly dga provided, I came up a little short on xfree's
website. I have only a basic knowlege of "what works for me". 

Besides the Xlib books, are there any good references (preferably
online) that cover this stuff? Most of the docs that come with X11 cover
more about config file syntax than what each module provides. The man
pages list various modules you can load, but dont go into much detail as
to what each one provides. Know what I mean? 

--

-- 
Mental Patient <mental <at> neverlight.com>
Vincent Cojot | 3 Dec 23:39 2002
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Picon

Grrrrr....


<GRUMBLE>

Hello everyone,

	So I had been hunting (not -that- actively, in fact) that
ceiling-clipping bug for months that plagued both icculus quake2 and
quake2forge on Solaris.. In short, when the player would look directly
above him (vertically) the ceiling would disappear partially then
re-appear then disappear again.  Sometimes this would occur very rapidly
and would cause a very very annoying ceiling flashing effect.. In the
"space" level, this was even worse as the background would sometimes clip
in -front- of the floor and walls you're walking on.. Therefore, I had
been investigating the code a bit but came up with nothing..

	A couple days ago, SUN released the 11th patch for OpenGL-1.2.3.
(1.2.3 is the 3rd release of OpenGL 1.2 from SUN, each with numerous
patches..). One of the things they fixed was this bugid:

4773599 glDrawPixels() handles transparent pixels incorrectly

	After installing these patches (112628-11 and 112629-11) I'm now
getting a perfect quake2 experience on my sb2k SUN machine.. No more
flipping ceiling or nebular walls inside the space level. Funny that it
took them so long (OpenGL 1.2.1 was released in 2000) to fix something
like that.

	Add that to the fact that I now have my very own bugid number at
SUN for their OpenGL-1.3 product because I found a problem (not in 1.2.3.
- meaning a regression) with the remote display of quake2 and quake3 from a
(Continue reading)

Michel Dänzer | 7 Dec 02:06 2002
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Re: Re: Quake2 and SDL

On Mon, 2002-12-02 at 15:45, Mental Patient wrote: 
> On Tue, 2002-11-26 at 17:45, Michel Dänzer wrote:
> <dga stuff snipped>
> > Why do you think this has anything to do with DGA when you correctly say
> > above that the VidMode extension does this?
> 
> Because I misunderstood how X loaded this stuff. I confused the dga
> extensions as being related to the vidmode extension. When looking for
> docs for what exactly dga provided, I came up a little short on xfree's
> website. I have only a basic knowlege of "what works for me". 
> 
> Besides the Xlib books, are there any good references (preferably
> online) that cover this stuff? Most of the docs that come with X11 cover
> more about config file syntax than what each module provides. The man
> pages list various modules you can load, but dont go into much detail as
> to what each one provides. Know what I mean? 

Googling a bit turned up

http://www.go.dlr.de/fresh/linux/XFree86/4.2.1/doc/

Hope this helps.

--

-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

Brendan Burns | 7 Dec 16:08 2002
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Bots/Mods page

Hey folks,
I've begun work on a how-to sort of page for bots/mods.  Current;y it 
just describes how to get NightHunters up and running, but I plan on 
expanding it.  Thus I'm soliciting help/input from all of y'all out 
there...

If you have sucessfully run a mod/bot on Icculus Quake2 send me mail 
telling me how you did it.
If you want a mod/bot to work with Icculus Quake2 ****and that mod/bot 
is available as source***** send me mail and I'll work on getting it 
going (no promises...)

Anyway the page is http://www.icculus.org/quake2/bots.html
hopefully it will grow in the future...

--brendan

Alejandro Néstor Vargas | 19 Dec 16:59 2002
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svga

I'm trying to run quake2-r0.14.1-io2 (under linuux) with ref_soft but I obtain a
segmentation fault error. With my very old version of quake2 for linux it works ok. Any
sugestion?
--

-- 
Alejandro Néstor Vargas
E-mail: anv <at> xnetcuyo.com.ar
Jabber: anv <at> xnetcuyo.com.ar
ICQ: 20528995.
Departamento de Desarrollo
X Net Cuyo S.A.

Seth Kingsley | 22 Dec 03:26 2002

Gamma adjustment in SDL-GL mode

I can't seem to get the gamma adjustment working properly with
SDL/OpenGL rendering.  Setting gl_state.hwgamma to true in
GLimp_InitGraphics() seems like the right fix, but has no effect on the
game itself, only the menus and splash graphics.  I would be using GLX
mode, but it has problems with keys sticking (yet another bug?).

My environment is:

Quake2 CVS version with full game CD.
FreeBSD-5.0-CURRENT
Athlon 1.0 GHz
NVIDIA GeForce 2 MX 400
XFree86-4.2.0

--

-- 
|| Seth Kingsley || sethk <at> meowfishies.com ||
|| http://www.meowfishies.com/ | Meow ^_^ ||
Victor Shkamerda | 23 Dec 06:39 2002

Re: Gamma adjustment in SDL-GL mode

Hello,

>>> sethk <at> meowfishies.com 12/22/02 04:26AM >>>
>I can't seem to get the gamma adjustment working properly with
>SDL/OpenGL rendering.  Setting gl_state.hwgamma to true in
>GLimp_InitGraphics() seems like the right fix, but has no effect on
the

Actually, SDL hardware gamma was not implemented, it's GLX only.
Setting the variable is not enough, there should be the real code in the
SDL frontend.

With best regards,
Victor Shkamerda
--

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The information transmitted is intended only for the person or entity to which it is addressed and may
contain confidential and/or privileged material. If you received this in error, please contact the
sender and delete the material from any computer.

Alberto | 23 Dec 19:09 2002
Picon

Re: Gamma adjustment in SDL-GL mode

Alle 06:39, lunedì 23 dicembre 2002, Victor Shkamerda ha scritto:
> Hello,
>
> >>> sethk <at> meowfishies.com 12/22/02 04:26AM >>>
> >
> >I can't seem to get the gamma adjustment working properly with
> >SDL/OpenGL rendering.  Setting gl_state.hwgamma to true in
> >GLimp_InitGraphics() seems like the right fix, but has no effect on
>
> the
>
> Actually, SDL hardware gamma was not implemented, it's GLX only.
> Setting the variable is not enough, there should be the real code in the
> SDL frontend.
>
> With best regards,
> Victor Shkamerda

in config.cfg of quake2 put this:

set vid_gamma 0.5
set gl_modulate "6"

I use sld_rendering for best internet gaming

Olaf Müller-Michaels | 26 Dec 13:26 2002
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Choppy Sound; 0.15 binaries; Suse 8.1

I am new to this list. so sorry if the question has already been answered; I 
could not manage to find an archive.

I have installed Quake2 (full) with the binary installer from the website. 
Video works fine (glx) with my nvidia GeForce 2TI.

But the sound is delayed, broken and choppy.

I am using Suse 8.1, alsa 0.9 RC6 and have the following onboard sound 
Hardware:
"Multimedia audio controller: Intel Corp. 82801BA/BAM AC'97 Audio (rev 04)", 
using the intel8x0 driver.

The console shows the following:

"olaf <at> linux:~> quake2
Quake 2 -- Version 3.21+rCVS
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
Added packfile ./baseq2/maxpak.pak (40 files)
using /home/olaf/.quake2/baseq2/ for writing
execing default.cfg
execing config.cfg
Console initialized.

------- sound initialization -------
sound sampling rate: 11025"

Btw, I had the same problem with quakeforge; I solved it by explicitly using 
(Continue reading)

Andrew Bounds | 29 Dec 02:24 2002
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How do I turn quake2max off?

Seems q2max is part of the .15 install.  Can someone tell me how to turn it 
off?

~~~~~~~~~~~~~~
Andrew S. Bounds
asbounds <at> hotmail.com
~~~~~~~~~~~~~~

<Insert witty quote here.>

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