Nexuiz 2.3 is coming soon...

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby divVerent » Wed Apr 25, 2007 8:49 am

Urmel... wrote:Another thing is problems with the internet connection. I somehow feel that the gameplay is much better now, as there weren't any noticeable lags anymore. Hell YEAH! :D


Yes, there were larger engine improvements in this respect.

Another thing: As it seems, I don't have to disable one of the two CPU cores anymore. Okay, I'm not so sure yet.


THAT, however, can't be - there were no changes about that. Maybe a system update fixed that?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Urmel » Wed Apr 25, 2007 9:04 am

divVerent wrote:
Urmel... wrote:Another thing: As it seems, I don't have to disable one of the two CPU cores anymore. Okay, I'm not so sure yet.


THAT, however, can't be - there were no changes about that. Maybe a system update fixed that?


Nopez - I switched between the two versions all the time. Might be just by accident, but maybe the new version just calls my system more to duty, so, we'll see :wink:
uncomfortable
random
mean
embarrassing
limited
Urmel
Forum addon
 
Posts: 1744
Joined: Fri Mar 03, 2006 10:06 am
Location: Offline

Postby divVerent » Wed Apr 25, 2007 9:38 am

Maybe r_cullentities_trace eats some more CPU and "fixes" that :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby esteel » Wed Apr 25, 2007 9:53 am

Altobe wrote:]Can I ask a question? What are VBOs?
Edit, Also what is the default of gl_picmip 5?

VBO = vertex buffer objects, that feature is now used in the new release to speed up rendering.
Default for gl_picmip is 0 in the engine and (currently) 1 in Nexuiz to lower texture usage a bit. But with the HUGE memory savings from yesterday we also use 0 in the next beta for the default settings.
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby Obi[BE] » Wed Apr 25, 2007 8:11 pm

esteel wrote:Obi[BE]: Interesting.. how much memory does your graphic card have? VBOs should add a few megabyte and LordHavoc thinks it might be too much then for your graphic card..
If its really the graphic memory trying gl_picmip 5 should reduce gfx memory usage enough to make gl_vbo 1 work. Can you please test that? If so changes from today might help. (reduced gfx memory usage A LOT)

Oh which graphic card do you have?


As mentionned ATI Radeon 9800 Pro, 128 MB RAM.
I have just upgraded my ATI drivers (from version 6.2 to 7.2) and now things are better, even with gl_vbo 1. However, it was still choppy playing online. Setting cl_movement_minping to 10 made things better. So the current state is that 2.3 is playable, but still not as good as 2.2.3.
Obi[BE]
Member
 
Posts: 13
Joined: Mon Jun 05, 2006 7:46 pm
Location: Belgium

Postby Gut_Eater » Thu Apr 26, 2007 3:19 pm

Yesterday i was able to test the new beta (or alpha?) version online. It did run very smooth. No lags. Not even in full games. I am quite impressed.

I hope 2.3 will be released soon.

Good work, you nice developers! :D
Gut_Eater
Alien
 
Posts: 116
Joined: Fri Apr 07, 2006 1:46 pm
Location: Germany, NRW

audio issue

Postby 70mm13 » Tue May 01, 2007 2:51 pm

there seems to be a problem with looping world sounds in this test version. at first i thought it was a radiant problem, and then i tried loading the same bsp file into 2.2.3 and the sounds worked again.

if you are aware of it and have a corrected test version, please upload...

i'm compiling all of my maps into a single map pack PK3, and getting it ready to release in sync with the 2.3 release of nexuiz.

70MM13_13 (my final map) will require nexuiz 2.3 to work, it is very shader intensive.

PS: it would be great if you also enabled crushing damage from lifts and plats and func_rotating! there is a warning sign on 70mm13_05 that is lying right now :P

thanks
70mm13
Newbie
 
Posts: 4
Joined: Mon Apr 09, 2007 1:22 pm

Re: audio issue

Postby esteel » Tue May 01, 2007 4:17 pm

70mm13 wrote:there seems to be a problem with looping world sounds in this test version. at first i thought it was a radiant problem, and then i tried loading the same bsp file into 2.2.3 and the sounds worked again.

PS: it would be great if you also enabled crushing damage from lifts and plats and func_rotating! there is a warning sign on 70mm13_05 that is lying right now :P

I'm not aware of problems with looping world sounds, can we see the map were it has problems?

The latter should also work, but you might need to set damage values for the crushers.

Code: Select all
/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
Brush model that spins in place on one axis (default Z).
speed   : speed to rotate (in degrees per second)
noise   : path/name of looping .wav file to play.
dmg     : Do this mutch dmg every .dmgtime intervall when blocked
dmgtime : See above.
*/
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby 70mm13 » Tue May 01, 2007 5:17 pm

pretty much all of my 70mm13 maps have looping world sounds in them, so take your pick...

i sent you an email with some details

thanks,
70mm13
70mm13
Newbie
 
Posts: 4
Joined: Mon Apr 09, 2007 1:22 pm

Postby torus » Tue May 01, 2007 7:05 pm

Any idea why my Team Message binds are gone? The files are still there, and they worked perfectly in 2.2.3. :?
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron