Hourly win32 ioquake3 build

^misantropia^
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Hourly win32 ioquake3 build

Post by ^misantropia^ »

Promode's Shane is putting up win32 ioquake3 binaries that get rebuilt fresh from the icculus.org SVN repository every hour. Get it here: http://www.promode.org/files/ioq3.zip
Lenard
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Post by Lenard »

Maybe dumb it down a bit... you know... for the noobs.
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dzjepp
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Post by dzjepp »

Nice nice :)
Oeloe
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Post by Oeloe »

More people should use this. Too many servers i play on display the long uptime bug symptoms (choppy shaders (sky, shaft, rail trail etc.), item bobbing).
dubz
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Post by dubz »

Lenard wrote:Maybe dumb it down a bit... you know... for the noobs.
Oeloe
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Post by Oeloe »

Quote from the readme:
The intent of this project is to provide a baseline Quake 3 which may be used
for further development. Some of the major features currently implemented are:

* SDL backend for unix-like operating systems
* OpenAL sound API support (multiple speaker support and better sound
quality)
* Full x86_64 support on Linux
* MinGW compilation support on Windows and cross compilation support on Linux
* AVI video capture of demos
* Much improved console autocompletion
* Persistent console history
* Colorized terminal output
* Optional Ogg Vorbis support
* Much improved QVM tools
* Support for various esoteric operating systems (see
http://icculus.org/quake3/?page=status)
* Many, many bug fixes
Oeloe
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Post by Oeloe »

Crap, i'd like to use this to connect to 1.30 and 1.31 servers (they don't have PB) but that doesn't work of course. :/ Wouldn't there be a way to make this work?
dzjepp
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Post by dzjepp »

Nope
^misantropia^
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Post by ^misantropia^ »

Hmm... might be a nice project, tacking on support for older protocols. They're not that well-documented, though. Anyone feeling adventurous enough to reverse engineer, for instance, protocol 66 and 67 (1.30 and 1.31 respectively)? Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
Oeloe
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Post by Oeloe »

^misantropia^ wrote:Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
Compression was introduced with 1.30, not 1.32:
- NEW NETWORK CODE - There is a new compression system built into the network code of the latest point release. Essentially, this reduces the bandwidth usage of Quake 3 and Team Arena by a ratio of 5:1 over previous versions of the game. Modem players, as well as everyone else, should experience a significant improvement in internet game play because of this.
[xeno]Julios
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Post by [xeno]Julios »

so i can use this and play quake3 normally on all 1.32 servers of any mod?
CheapAlert
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Post by CheapAlert »

not punkbustered ones
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
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Foo
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Post by Foo »

Glad there's been some focus on wider useability for this.

The sound system is messed up for me atm, but the new input code is very good.
^misantropia^
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Post by ^misantropia^ »

s_useOpenAL 0

OpenAL can be a bit quirky with win32.
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Foo
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Post by Foo »

Yeah been trying that, and it's the same (even after restarting/rebooting).

I'll look into some kinda config issue but otherwise I might be submitting my first bug report.
[xeno]Julios
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Post by [xeno]Julios »

Oeloe wrote:More people should use this. Too many servers i play on display the long uptime bug symptoms (choppy shaders (sky, shaft, rail trail etc.), item bobbing).
yea also grenade bounce physics get messed up. I'm curious tho - does it affect anything else - or is it mostly graphic? (other than grenades)
Oeloe
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Post by Oeloe »

Foo wrote:Yeah been trying that, and it's the same (even after restarting/rebooting).
Yep, changing it in the console doesn't seem to help. I just changed it in q3config and my sound was ok again (original sound system).

@julios: i believe it messes up nearly everything that moves with time, because of some kind of overflow of the uptime variable (if that's the right term for it). If you search at quakesrc you'll find some discussions about it.
Lenard
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Post by Lenard »

^misantropia^ wrote:Hmm... might be a nice project, tacking on support for older protocols. They're not that well-documented, though. Anyone feeling adventurous enough to reverse engineer, for instance, protocol 66 and 67 (1.30 and 1.31 respectively)? Should be a tad easier than 68 since the older protocols don't use encryption and/or compression, IIRC.
Please.

Would it be possible to play on demo servers as well?
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Oeloe
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Post by Oeloe »

Demo servers would probably be easiest for the 66-68 range of course, since the format is identical.

No response yet at the thread i opened at quakesrc.
dzjepp
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Post by dzjepp »

I say we petition to ban pb altogether :icon32:

There are just really no non-pb 1.32 servers these days that people play, I'd really like to use icculus online but theres no opportunity :<
[xeno]Julios
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Post by [xeno]Julios »

what's wrong with pb?
Lenard
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Post by Lenard »

It sucks. It breaks everything.
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[xeno]Julios
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Post by [xeno]Julios »

Can you be a bit more specific? I'm not doubting what you say - i've heard many ppl diss PB, but i've never heard a reason.
Lenard
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Post by Lenard »

The reason I didn't play q3 for a very long time was that punkbuster would never let me join anything. On servers with it enabled it would always, always kick me saying I need to update when I got the latest version like an hour before off their website because the server it says to autodownload from is non-existant. When it is disabled it still kicks me because it can never really be disabled. I don't really care about cheating that much, I just want to play the game. It was literally that bad, btw.
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[xeno]Julios
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Post by [xeno]Julios »

i've never had issues - i always manually updated, by going to evenbalance.com and dloading the psec.htm files etc.

other than kicking u or not updating properly, are there any other deeper issues with pb?
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