We present you the LAST test release!!!

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Fri May 25, 2007 3:05 pm

Is there a way for an application to set that mode?
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.
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Postby Ed » Fri May 25, 2007 3:16 pm

KadaverJack wrote:but there is a workaround: http://www.forums.alientrap.local/viewtopi ... 4811#14811

Problem with that workaround is that this version (the latest available through Dell as the official Intel ones will not install and are locked so that they won't install) does not have an OpenGL settings page. None of those settings are available.
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Postby LordHavoc » Fri May 25, 2007 5:56 pm

Ed wrote:
KadaverJack wrote:but there is a workaround: http://www.forums.alientrap.local/viewtopi ... 4811#14811

Problem with that workaround is that this version (the latest available through Dell as the official Intel ones will not install and are locked so that they won't install) does not have an OpenGL settings page. None of those settings are available.


Try gl_finish 1 in the console, or play in a window.
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Postby GreEn`mArine » Sat May 26, 2007 11:23 am

playing with beta4 on the .de GreEns v2.2.3 CTF server (which uses an engine from march that already has the new movement code) causes hitsounds to be played twice ;)
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby divVerent » Sat May 26, 2007 11:48 am

That's your problem then :P

Seriously, hit sounds sent more than once is a problem in 2.2.3 and has been fixed in 2.3; it was a QC change. 2.3 only sends one hit sound per frame, 2.2.3 sent one each hit (which can be more than one when using shotgun, crylink or something like 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
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Workaphobia » Sun May 27, 2007 8:09 am

Whoops, posted in the wrong thread.

I'm getting a noticeable unacceptible slowdown when the rocket exploads and when I go to the menu. I'm on a GeForce 6200. Is there an option I can disable to get back to the way it was in 2.2.3?
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Postby divVerent » Sun May 27, 2007 8:36 am

realtime dynamic lights slow you down?
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
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby esteel » Sun May 27, 2007 5:46 pm

Hmm after a quicklook at the 2.2.3 normal.cfg and the current one i hardly see a difference (except that we disabled a bit more stuff like r_shadow_realtime_world_shadows) so he should have had that slowdown in 2.2.3 if it were from realtime dynamic lights.
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Postby Workaphobia » Sun May 27, 2007 9:20 pm

No, I disabled all the settings in the effects menu. Disabling realtime lights did not make the rocket look like it did in 2.2.3.
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Postby esteel » Sun May 27, 2007 10:16 pm

Which of the 2.3 test releases are you using? We did four of them, and there is one setting that was changed in the meanwhile that made rockets look different.. but it should NOT slow things down. Try gl_flashblend 0 (in the console)
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