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Author Topic: Binaries for 0.8.x test thread  (Read 422830 times)
CFQ
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« Reply #25 on: July 09, 2008, 09:44:15 AM »

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« Reply #26 on: July 13, 2008, 11:11:10 AM »

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« Reply #27 on: July 17, 2008, 03:14:06 AM »

- Framerate counter reports 2x the framerate it actually is
- SDL input is still quite slow in low framerates (try com_maxfps 30, and maneuver around oa_dm3, it is obivous)
- Crash when quitting through the console
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
sago007
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« Reply #28 on: July 17, 2008, 05:40:50 AM »

I'll try to compile a new sdl.dll I think that I might have missed some libraries then it was compiled. I am not able to do it until next week though.
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« Reply #29 on: July 17, 2008, 07:02:03 AM »

After reading the Makefile through I found one really annoying thing: WINDOWS 9x/nt/2000 are no longer supported.
oh shit
i can't drop support for 9x in openarena
ioq3 is breaking more and more than before. A fork of the ioq3 source is starting to be more of a good idea.

Yeah realy. Besides it makes you wonder what exotic crap api they had to use to break support for 2000...
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« Reply #30 on: July 17, 2008, 08:27:05 AM »

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« Reply #31 on: July 17, 2008, 08:56:28 AM »

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« Reply #32 on: July 17, 2008, 10:27:34 AM »

Yeah realy. Besides it makes you wonder what exotic crap api they had to use to break support for 2000...

It's normal : by their point of view they are trying to have a functional ioq3 version running on Vista

Hmpf they must be in a different universe from me... Seriously breaking support for something thats almost identical to xp in favor of this pice of bloat... no comment :[
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CFQ
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« Reply #33 on: July 17, 2008, 02:11:07 PM »

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« Reply #34 on: July 17, 2008, 02:36:31 PM »

Well , Microsoft has interrupted distribution of Windows Xp last June

True but that doesnt mean everyone has to support their sorry excuse of resource waste Wink
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CFQ
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« Reply #35 on: July 19, 2008, 06:07:18 AM »

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fromhell
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« Reply #36 on: July 20, 2008, 04:34:23 AM »

- Framerate counter reports 2x the framerate it actually is
- SDL input is still quite slow in low framerates (try com_maxfps 30, and maneuver around oa_dm3, it is obivous)
- Crash when quitting through the console

You MUST specify the platform when u've encountered these problems

Gee everyone knows I use Windows. I have to do my development on that.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
CFQ
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« Reply #37 on: July 20, 2008, 06:16:56 AM »

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fromhell
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« Reply #38 on: July 20, 2008, 01:40:12 PM »

hey that ubuntu sucks thread down in club nub
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
CFQ
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« Reply #39 on: July 20, 2008, 01:44:32 PM »

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« Last Edit: August 13, 2008, 08:37:17 PM by CFQ » Logged

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CFQ
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« Reply #40 on: July 21, 2008, 05:17:50 PM »

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CFQ
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« Reply #41 on: July 22, 2008, 09:08:21 AM »

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sago007
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« Reply #42 on: July 25, 2008, 09:58:19 AM »

I have just uploaded some new binaries.

Build on SVN 1432
Icons have been fixed (I hope)
IPv6 removed (based on info from the ioquake3 mailing list it looks like it is going to be changed soon and this might end up being incompatible) (This might also fix Windows 2000 and older support)
Sago's Custom Windows Mouse Acceleration Hack


About Sago's Custom Windows Mouse Acceleration Hack:
This is a workaround the mouse acceleration bug found in the Windows version of the game
Mac OS X is already using a hack like it
If the game or computer crashes the mouse acceleration will not return.
It might break earlier versions of Windows that did not have mouse acceleration. Possible killing the speed instead (please test on a non productive system... and please do not use Windows 98 as a production system)
The Windows API is not documented very well, my hack might create a huge disaster with possible lethal damage as a result. Please wear protective gear while testing!
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CFQ
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« Reply #43 on: July 25, 2008, 11:55:00 AM »

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« Reply #44 on: July 25, 2008, 02:16:59 PM »

The oachanges file in the zip archive has been updated with tr_bloom.c

I am mostly interested in eventual network problems (have I done something nasty while removing IPv6 support)

How many Windows versions works with the hack. I have only tested on Windows 2003. The Windows API documentation tells that the mouse speed is stored in mosueInfo[2] but it is really the acceleration that is stored there and I fear that on pre-Windows XP machines there are only two values in that array. I don't think it is a particular safe way to access such values but I think it is the Windows way.
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CFQ
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« Reply #45 on: July 25, 2008, 04:50:20 PM »

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« Reply #46 on: July 26, 2008, 06:48:15 AM »

Instead of removing IPv6 support , a better solution could be to temporary declare net_enabled cvar as CVAR_CHEAT or CVAR_ROM and lock the value to 1 , so forcing OA to use IPv4 only and not use IPv6 even if present . That's logically WRONG , but the final result could be acceptable.

A problem (besides pre-winxp) is that our version will never be able to access a IPV6 master server. The ioquake3 IPv6 implementation is currently being changed meaning that our 0.8.0 version will be incompatible with the future versions.

However if it wasn't for the pre-winxp problem I would properly not have touched it.
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CFQ
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« Reply #47 on: July 26, 2008, 08:23:08 AM »

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« Reply #48 on: July 26, 2008, 08:36:25 AM »

I would prefer to have a "#if IPv6" around everything IPv6 related and it annoys me that it is not the case. VOIP can be enabled and disabled that way.
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CFQ
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« Reply #49 on: July 26, 2008, 08:54:29 AM »

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