We present you the LAST test release!!!

Developer discussion of experimental fixes, changes, and improvements.

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  • Right on 23th (at least still in some regions of the world) we present you the LAST test release for Nexuiz 2.3! There have been a lot of visual changes since the previous test release and since the NEXT thing will be the final version PLEASE give this a really hard and thorough testing! Report all issues you find, even the smallest ones!

    Changes and a download link can be found here: http://www.alientrap.org/devwiki/index. ... xuiz.Patch

    This thing now includes ALL the new stuff, new maps, all bug fixes, all everything, Nexuiz has almost doubled its size since 2.2.3 and the patch would be half the size so there is no patch.. :)

    If you are currious as to when 2.3 will be officially release.. its a special date for Nexuiz.. if you do not have it in your mind right now, you might be able to find a magic date on the Nexuiz.com news page. Right now are trying to compile a small promo video for the release. Unless some delivery service screws this up it will be used to give 2.3 an extra kick. We will also start a tourney sign up right when 2.3 is released, those signups will run 1-2 weeks and right after the tourney will commence, so brush up on your skills till then.
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    esteel
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Thu May 24, 2007 2:49 am

  • Why is the file so much bigger? It seems that with each release the package gets larger. :roll:
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    torus
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Thu May 24, 2007 3:13 am

Thu May 24, 2007 5:49 am

  • torus wrote:Why is the file so much bigger? It seems that with each release the package gets larger. :roll:


    Added maps, the eX texture pack, just to name two big things...
    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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    divVerent
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  • esteel wrote:If you are currious as to when 2.3 will be officially release.. its a special date for Nexuiz.. if you do not have it in your mind right now, you might be able to find a magic date on the Nexuiz.com news page.


    If i guessed the right date, it is really a special one, cuz it is my birthday. :D
    (Or should i say it is my birthday, too?!) :wink:
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    Gut_Eater
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Thu May 24, 2007 2:01 pm

Thu May 24, 2007 3:00 pm

  • Nice!

    A lot bigger release. I see some people maybe don't like this and if enough people bitch and moan I'll see what crazy bruteforce compression I can work out... if I have 5 days computer time to spare.

    Tinynex needs an update for the new version.
    Ed
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Thu May 24, 2007 5:30 pm

  • Ed wrote:Tinynex needs an update for the new version.


    I agree, and i'd rather have that scripted somehow rather than manually resampling all the textures myself
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    leileilol
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Thu May 24, 2007 9:20 pm

  • Release nexuiz20070523e instantly crashes when a map is loaded and I activate then offset mapping.

    I have a Athlon XP 2400+, MSI KT4V-L, 1 GB RAM, ATI Sapphire x700 with Catalyst 7.4 and Windows XP SP2.

    Here's my consolelog:

    Code: Select all
    ====== Log started (Thu May 24 23:16:35 2007) ======
    ^7Console initialized.
    ^7Nexuiz Windows 23:37:20 May 23 2007
    ^7Trying to load library... "zlib1.dll" - loaded.
    ^7Compressed files support enabled
    ^7Added packfile data/common-spog.pk3 (26 files)
    ^7Added packfile data/data20070523e.pk3 (3669 files)
    ^7Trying to load library... "libcurl-4.dll" - loaded.
    ^7cURL support enabled
    ^7Initializing client
    ^7Trying to load library... "libvorbis.dll" - loaded.
    ^7Trying to load library... "libvorbisfile.dll" - loaded.
    ^7Ogg Vorbis support enabled
    ^7couldn't exec data/campaign.cfg
    ^7couldn't exec autoexec.cfg
    ^7Starting video system
    ^7Video: fullscreen 1024x768x32x60hz
    ^7Loading OpenGL driver opengl32.dll
    ^7checking for wgl...  enabled
    ^7checking for WGL_EXT_swap_control...  enabled
    ^7checking for OpenGL 1.1.0...  enabled
    ^7GL_VENDOR: ATI Technologies Inc.
    ^7GL_RENDERER: RADEON X700 Series x86/MMX/3DNow!/SSE
    ^7GL_VERSION: 2.0.6388 WinXP Release
    ^7GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ARB_draw_buffers GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
    ^7WGL_EXTENSIONS: WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ATI_render_texture_rectangle
    ^7Checking OpenGL extensions...
    ^7checking for glDrawRangeElements...  enabled
    ^7checking for GL_ARB_multitexture...  enabled
    ^7checking for GL_ARB_texture_env_combine...  enabled
    ^7checking for GL_ARB_texture_env_dot3...  enabled
    ^7checking for GL_EXT_texture3D...  enabled
    ^7checking for GL_ARB_texture_cube_map...  enabled
    ^7checking for GL_ARB_texture_non_power_of_two...  not detected
    ^7checking for GL_EXT_compiled_vertex_array...  enabled
    ^7checking for GL_EXT_texture_edge_clamp...  enabled
    ^7checking for GL_EXT_texture_filter_anisotropic...  enabled
    ^7checking for GL_EXT_blend_minmax...  enabled
    ^7checking for GL_EXT_blend_subtract...  enabled
    ^7checking for glStencilOpSeparate...  enabled
    ^7checking for GL_EXT_stencil_two_side...  not detected
    ^7checking for GL_ARB_vertex_buffer_object...  enabled
    ^7checking for GL_ARB_shader_objects...  enabled
    ^7checking for GL_ARB_shading_language_100...  enabled
    ^7checking for GL_ARB_vertex_shader...  enabled
    ^7checking for GL_ARB_fragment_shader...  enabled
    ^7DirectInput not initialized
    ^7
    ^7joystick not found -- no valid joysticks (a5)
    ^7
    ^7OpenGL Backend starting...
    ^7glDrawRangeElements detected (max vertices 2147483647, max indices 65535)
    ^7GLSL shader support detected: texture units = 8 texenv, 16 image, 8 array
    ^7OpenGL backend started.
    ^7Trying to load library... "libjpeg.dll" - loaded.
    ^7JPEG support enabled
    ^7Trying to load library... "libpng12.dll" - loaded.
    ^7PNG support enabled
    ^7Draw_CachePic: failed to load gfx/complete
    ^7Draw_CachePic: failed to load gfx/inter
    ^7SndSys_Init: using the Win32 module
    ^7Set primary sound buffer format: yes
    ^7Using secondary sound buffer
    ^7DirectSound initialized
    ^7Sound format: 48000Hz, 2 channels, 16 bits per sample
    ^7CDAudio_SysGetAudioDiskInfo: drive not ready
    ^7CDAudio_Init: No CD in player.
    ^7Can't get initial CD volume
    ^7CD Audio Initialized
    ^7Draw_CachePic: failed to load gfx/m_white
    ^7Fake CD track 1 playing...
    ^7Client using port 0
    ^7Client opened a socket on address local:2
    ^7Client opened a socket on address 0.0.0.0:3163
    ^7"maxplayers" set to "8"
    ^7Server using port 26000
    ^7Server listening on address local:1
    ^7Server listening on address 0.0.0.0:26000
    ^7Loaded maps/darkzone.ent
    ^7
    ^7Trying to connect...
    ^7"challenge G]^N?W*ZVAI" received, sending connect request back to local:1
    ^7Got challenge response
    ^7"challenge G]^N?W*ZVAI" received, sending connect request back to local:1
    ^7Got challenge response
    ^7Accepted
    ^7
    ^7Connection accepted to local:1
    ^7<-- server to client keepalive
    ^7
    ^7Server: Nexuiz build 23:37:20 May 23 2007 (progs 13707 crc)
    ^7
    ^7
    ^7
    ^7^3Q1DM6 Remake
    ^7CDAudio: Bad track number 0.
    ^7KrawallHeini^7 entered the game
    ^7^4KrawallHeini^4 connected
    ^7^4KrawallHeini^4 is spectating now
    ^7Fake CD track 8 playing...
    ^7permutation lightdirectionmap_modelspace specular offsetmapping failed for shader glsl/default.glsl, some features may not work properly!
    ^7permutation lightdirectionmap_modelspace offsetmapping failed for shader glsl/default.glsl, some features may not work properly!
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    mczero
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Thu May 24, 2007 9:54 pm

  • Well basicly this just shows that ATI OpenGL divers suck! Even on wndows. There is not much we can do when their drivers crash on something that is not allowed to crash by the ogl specification :)
    Just do not use offsetmapping on your graphic card / drivers combo.. maybe it will work with some later driver update..
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    esteel
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Fri May 25, 2007 1:55 am

  • esteel wrote:Well basicly this just shows that ATI OpenGL divers suck! Even on wndows. There is not much we can do when their drivers crash on something that is not allowed to crash by the ogl specification :)
    Just do not use offsetmapping on your graphic card / drivers combo.. maybe it will work with some later driver update..


    I asked Urre to investigate this issue but he didn't do so, basically the deal is that someone with a smidgeon of OpenGL Shading Language experience and a Radeon card needs to talk to me and mess with the default.glsl file until they get the offsetmapping working on ATI Radeon cards below X1600, without losing any other features, then I can integrate the changes.

    Unfortunately due to the lack of such people I think we'll just have to say don't enable offsetmapping on ATI Radeon cards (reliefmapping also crashes).

    It should not crash but ATI drivers have been known to crash when they should not :)

    If ATI fixes the crash the offsetmapping should gracefully shut itself off due to shader compile failures, but it would be nicer to get the offsetmapping working on ATI cards again (reliefmapping is a lost cause on cards below X1600, but offsetmapping is meant to work).
    LordHavoc
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Fri May 25, 2007 9:20 am

  • Aaargh... damn ATI...

    Otherwise, it's a very good release, 10 / 10 points ! (I can't subtract one point for the shader issue, because we have to blame those ATI devs for it)
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    mczero
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Fri May 25, 2007 9:39 am

  • Well, if it weren't just an optional feature (offsetmapping),I'd guess we would go back to the old GLSL shader which was slower on nvidia cards.
    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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    divVerent
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Fri May 25, 2007 9:40 am

  • leileilol wrote:
    Ed wrote:Tinynex needs an update for the new version.


    I agree, and i'd rather have that scripted somehow rather than manually resampling all the textures myself

    OK then, I'll come up with some script for smashing it down to size, something for the weekend.

    Reslimed is nice but I've noticed a few problems at the top of the central room. There are some bits at the top which are overcaulked if you laser yourself up onto the top pipes and the bit above the ledge with the health needs some more playerclip. I managed to get trapped by one of the animated signs.

    All of these test releases also have some problems with video flashing on an Intel 945GM. Any time you load a map everything is flickering (no performance loss) but a vid_restart fixes it until you load another map, when you have to do it again.
    Ed
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Fri May 25, 2007 9:54 am

  • Ed wrote:All of these test releases also have some problems with video flashing on an Intel 945GM. Any time you load a map everything is flickering (no performance loss) but a vid_restart fixes it until you load another map, when you have to do it again.


    I doubt we can fix that as nobody here has that card, but...

    do other Intel chipset users have the same problem or is it specific to the 945GM?

    Which driver and OS are you using?

    Does a newer driver fix it?

    Does r_restart immediately cause the problem?

    Or... does r_restart cause the flickering to go away?

    Tried vid_vsync 1 and checking if the problem persists/becomes worse?
    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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    divVerent
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Fri May 25, 2007 10:09 am

  • divVerent wrote:I doubt we can fix that as nobody here has that card, but...

    It's unlikely to be worth fixing anything in Nexuiz as it's likely tro be down to the crapness of this chipset however I may be able to find a workaround in the settings for Nexuiz or for the driver. If I can do that then there's a solution for anyone else who has this problem.
    Ed
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Fri May 25, 2007 10:17 am

  • Even if not, the worst possible workaround would be

    bind SOMEKEY vid_restart

    Then you just press that key when it flickers again and don't need to open the console each time.
    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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    divVerent
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Fri May 25, 2007 10:46 am

  • Ed wrote:Reslimed is nice but I've noticed a few problems at the top of the central room. There are some bits at the top which are overcaulked if you laser yourself up onto the top pipes and the bit above the ledge with the health needs some more playerclip. I managed to get trapped by one of the animated signs.

    I did not notice any overcaulk bits.
    iirc, strahlemann didn't want to playerclip that area for some reason. But you can get out of the "trap" by ducking and laserjump. I've done it many times and I never fail at getting loose.
    But I think its only logical to place a playerclip there..
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    morfar
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Fri May 25, 2007 11:56 am

  • morfar wrote:I did not notice any overcaulk bits.

    Jump onto the top pipes to the sides of the health ledge, go right to side of the room and look inwards at the column in front, both sides the same, a minor bug though.
    morfar wrote:iirc, strahlemann didn't want to playerclip that area for some reason. But you can get out of the "trap" by ducking and laserjump. I've done it many times and I never fail at getting
    loose.

    Unless you've lasered yourself further in and then you're really stuck. It doesn't need the whole area blocked off, all it needs is a small playerclip brush behind the pipe. You could stand on it properly but not get wedged.
    Last edited by Ed on Fri May 25, 2007 2:45 pm, edited 1 time in total.
    Ed
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Fri May 25, 2007 1:11 pm

  • Ed wrote:All of these test releases also have some problems with video flashing on an Intel 945GM. Any time you load a map everything is flickering (no performance loss) but a vid_restart fixes it until you load another map, when you have to do it again.

    That's a driver bug, nothing we can do about that, but there is a workaround: http://www.forums.alientrap.local/viewtopi ... 4811#14811

    divVerent wrote:I doubt we can fix that as nobody here has that card, but...

    I do...
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    KadaverJack
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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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    divVerent
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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.
    Ed
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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.
    LordHavoc
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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 ;)
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    [kojn] she took it the dirty way
    GreEn`mArine
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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.
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    divVerent
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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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    Workaphobia
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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.
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    divVerent
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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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    esteel
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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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    Workaphobia
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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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