Bug: MachineGun rate and ultimate.cfg

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Bug: MachineGun rate and ultimate.cfg

Postby GreEn`mArine » Thu Jun 15, 2006 3:22 pm

Bug 1:

I don't understand the balance settings of the Machine Gun in nexuiz:
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_spread 0.01
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
set g_balance_uzi_sustained_damage 16
set g_balance_uzi_sustained_spread 0.05
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1


from measuring the firerates (using the Fix from LordHavoc) I get these firerates of the MG (using a listenserver with ticrate 0.03)
Primary: ~7.5 shots/sec
Secondary ~ 4.4 shots/sec

now tell me how these values in the default.cfg can fit to my measurements ?

Bug 2:
I experienced that nexuiz crashes when using the ultimate.cfg:

- I start Nexuiz (and deleted the config.cfg so that it gets generated)
- I start dm_aggressor (not having changed any settings except the playername, which I had to do to run the listenserver)
- once I'm in dm_aggressor I open console and type 'exec ultimate.cfg'
- sound freezes, I get the windows error box that nexuiz has caused an error and has to be closed.

When I started Nexuiz using -condebug I got this as the last lines in data/qconsole.txt

^7^3Aggressor - by Tyrann
^7CDAudio: Bad track number 0.
^7asdPlayer entered the game
^7Fake CD track 4 playing...
^7^1autoswitch turned on
^7]exec ultimate.cfg
^7permutation lightdirectionmap_modelspace specular offsetmapping reliefmapping failed for shader glsl/default.glsl, some features may not work properly!
^7permutation lightdirectionmap_modelspace offsetmapping reliefmapping failed for shader glsl/default.glsl, some features may not work properly!


I think that you need further information about the bugs (especially bug 2) so feel free to ask.
My system specs are:
Windows XP SP2 (NOO, I WILL N O T INSTALL LINUX)
ASUS Mainboard
P4 Prescott 3,2Ghz, 1024 MB RAM
ATI x850Pro using Catalyst 6.12 driver
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Re: Bug: MachineGun rate and ultimate.cfg

Postby Ed » Thu Jun 15, 2006 3:49 pm

GreEn`mArine wrote:^7]exec ultimate.cfg
^7permutation lightdirectionmap_modelspace specular offsetmapping reliefmapping failed for shader glsl/default.glsl, some features may not work properly!
^7permutation lightdirectionmap_modelspace offsetmapping reliefmapping failed for shader glsl/default.glsl, some features may not work properly!


ATI x850Pro using Catalyst 6.12 driver

That's probably the problem. If you try ultimate.cfg but then disable HDR does the same thing happen? If not, it proves that your card can't run HDR in OpenGL.
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Re: Bug: MachineGun rate and ultimate.cfg

Postby LordHavoc » Fri Jun 16, 2006 9:31 pm

Ed wrote:
GreEn`mArine wrote:ATI x850Pro using Catalyst 6.12 driver

That's probably the problem. If you try ultimate.cfg but then disable HDR does the same thing happen? If not, it proves that your card can't run HDR in OpenGL.


The HDR implementation in the DarkPlaces engine (used by Nexuiz) does not require any hardware features whatsoever, it does not use floating point color buffers, in that sense it is not 'full HDR', it's cheaper and looks the same 90% of the time :)

The problem GreEn`mArine is encountering is that his card can not run branch instructions in shaders (the main feature of 'DirectX Shader Model 3.0'), which prevents reliefmapping from working, and it won't even compile the shader, so it falls back to a lesser one.

It's crashing either in the driver due to the failed compilation (if so it's a driver bug) or in the engine due to a bug also related to failed compilation (if so I'll have to fix it, but I need to know more details).

In Nexuiz 2.0's case it is only an issue if you exec ultimate.cfg, which differs from ultra.cfg only in that it has reliefmapping.
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Postby ZMX » Sun Jun 18, 2006 1:44 pm

HARD CORE,
Win32 n00b :wink:

NOO, I WILL N O T INSTALL LINUX


I know I use Win32 also soo,
don't go crazy. :P

hmmm,how are you running??
Catalyst 6.12 driver??
you running on Vista??
~im ZMX!~
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Postby GreEn`mArine » Sun Jun 18, 2006 4:06 pm

please don't go offtopic, thx

and no, I don't run on Vista, why should I ? as I posted in the thread I am using XP Sp2
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Re: Bug: MachineGun rate and ultimate.cfg

Postby Qantourisc » Sun Jun 18, 2006 4:19 pm

The HDR implementation in the DarkPlaces engine (used by Nexuiz) does not require any hardware features whatsoever, it does not use floating point color buffers, in that sense it is not 'full HDR', it's cheaper and looks the same 90% of the time :)

Imo it does so not look the same ...
And so it's actualy another form of bloom ?
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Re: Bug: MachineGun rate and ultimate.cfg

Postby LordHavoc » Mon Jun 19, 2006 1:59 am

Qantourisc wrote:
The HDR implementation in the DarkPlaces engine (used by Nexuiz) does not require any hardware features whatsoever, it does not use floating point color buffers, in that sense it is not 'full HDR', it's cheaper and looks the same 90% of the time :)

Imo it does so not look the same ...
And so it's actualy another form of bloom ?


It depends what you consider HDR to be, I consider it to be 'bloom from super bright objects' and 'super bright rendering capability', for the former feature DarkPlaces requires r_hdr 1 to enable because it is slower to render the scene twice, and the latter was a feature of software-rendered Quake itself (it had a 200% lighting range, DarkPlaces has 200% for map lighting and unlimited for per pixel lights).

If you are thinking of exposure compensation (fading brightness depending on what you're looking at), it does not have that (the scene brightness can be adjusted by the r_hdr_scenebrightness cvar however, as a proof of concept).

If you are thinking of HDRI light probes for lighting (HalfLife2), it has a very simple version of that thanks to Quake3 bsp map format which does not require level designers to place light probe entities throughout a level unlike HalfLife2, instead it stores extremely simplified lightprobes throughout the level on a voxel grid (3D texture essentially).
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Re: Bug: MachineGun rate and ultimate.cfg

Postby LordHavoc » Mon Jun 19, 2006 5:31 am

GreEn`mArine wrote:Bug 1:

I don't understand the balance settings of the Machine Gun in nexuiz:
set g_balance_uzi_first_damage 30
set g_balance_uzi_first_spread 0.01
set g_balance_uzi_first_refire 0.2
set g_balance_uzi_first_ammo 1
set g_balance_uzi_sustained_damage 16
set g_balance_uzi_sustained_spread 0.05
set g_balance_uzi_sustained_refire 0.1
set g_balance_uzi_sustained_ammo 1


from measuring the firerates (using the Fix from LordHavoc) I get these firerates of the MG (using a listenserver with ticrate 0.03)
Primary: ~7.5 shots/sec
Secondary ~ 4.4 shots/sec

now tell me how these values in the default.cfg can fit to my measurements ?


Must be another bug in the weapon animation code - the machinegun is the only one that uses animations for timing, the other weapons use a different method involving attack_finished...
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Postby GreEn`mArine » Tue Jun 20, 2006 6:49 pm

LordHavoc, your fix in the SVN version solved the MachineGun problem. the firerates are now accurate (10 shots/sec primary, 5/sec secondary fire)

I really did (and still do) experience varying MG fire rates on different v2.0 servers, but now it is fixed in the next patch ;)

About the ultimate.cfg, I can add this:
when I play in a map and then enter exec ultimate.cfg, my nexuiz crashes, as I said above. The funny thing now is that nexuiz won't take the correct gamma on start up:

After the crash I deleted config.cfg and restored my original one, which has v_gamma 2.2 or so. however, when I started nexuiz after it has crashed because of the ultimate.cfg, nexuiz has default gamma although the menu tells me the correct value of 2.2. To regain correct gamma I have to change the gamma-slider to another value ... deactivating and reactivating the HW Gamma switch didn't work.

When rebooting Windows the gamma in nexuiz is correct.
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
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Posts: 1509
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