Description

Quake Remaster HUD / Q 64 (sbar_quake 2) fixed ammo icon with axe selected. SDL2 build: better mouse cursor behavior, shows clearly during demoplay. SDL2 build: fixed missing Window title bar icon (sdl2.dll update seemed to fix). SDL2 build, Windows: fixed fullscreen modes not listing SDL2 build, Windows: fixed fps cap SDL2 build, Windows: fixed minimumized crash SDL2 build: use "zircon_command_line.txt" if in same folder as .exe. 64-bit lightmaps fix that originated in Quakespasm (untested, not sure of a test map) and more.

Preview
Zircon Engine Initial Alpha Release 41 (Wndows SDL Linux binaries)
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_jakub1_
_jakub1_ - - 42 comments

Hi Baker, I tested release 41 with AD and found two problems:

Extra particle effect for teleports and torches are missing. Just start the start map of Arcane Dimensions and look at any teleport. Blue particles coming from the teleport are gone. Extra particles around flame model too. Please, can you verify that? Maybe a problem is on my side, but I tried clean installation to avoid any potential conflict.

There is massive flickering of level geometry in the distance in many levels. I tested ad_chapters and ad_azad. Pieces of geometry are disappearing as I move.

UPDATE - I also tested alk_dancing from Alkaline and the level looks like one big vis effor. Everything is messed up.

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Baker55 Author
Baker55 - - 250 comments

Interesting, I'll check these out. Like usual, thank you for the info/testing.

Is this just for 41? Is it ok in 40? See in 41, I mostly did SDL changes in 41 except for a 64 bit lightmap fix.

Lighting issues for official DarkPlaces with the lighting issues, what map can I use to easily verify the fix of the 64-bit .exe bad lightmaps issue (if you know).

Anyway, I'm on it!

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Baker55 Author
Baker55 - - 250 comments

So far I have not been able to reproduce (AD teles show blue particles, torches have flamey effects), still trying ...

pic: Media.moddb.com (v41, ad chapters)

(And is possible I am not looking for right thing)

Can't get alk_dancing to load at all in Zircon, even after removing the quakespasm spiked specific csprogs.dat (DarkPlaces current beta also cannot cannot use the supplied csprogs.dat). Can't really investigate that one at this time.

Will continue to try to recreate the issue you reported, particularly with Arcane Dimensions.

(I am assuming you are using Zircon.exe, not the SDL ones and not the Linux binary. Just supplying information ...)

off topic: Seven posted @ quakeone

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_jakub1_
_jakub1_ - - 42 comments

Hi Baker, I tested both zircon and zircon-sdl for windows. I am not using linux.

however..

I reverted back to the version 40 (replaced zircon executable and the whole bin32 directory) and the missing particles and geometry flickering is still there. Even though I did not encountered any such bug before while using version 40. Everything was fine yesterday. Strange. Problem must be on my side.

To run alk_dancing (actually whole Alkaline mod) I had to delete custom csprogs.dat otherwise even start map won´t load. Csprogs.dat only enables custom HUD, so it is not really necessary, am I right? I also had to delete csprogs.dat from all pak files in AD to run Arcane Dimensions.

It is and endless rabbit hole....

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Baker55 Author
Baker55 - - 250 comments

> Problem must be on my side.

not necessarily.

I'll meditate on it more. If you could check version 36. The changes from 36 to 40 were more significant. If you could tell me oldest Zircon that works ok, that would help.

With that information, I think it would shed light on this.

> It is and endless rabbit hole....

Nah, eventually I'll tranform DarkPlaces into the engine it should be.

I'm a rather persistent guy, haha.

In my mind, a totally tranformed DarkPlaces is a huge reward. A totally worthy goal.

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Baker55 Author
Baker55 - - 250 comments

I did a fresh install test of AD start and ad_chapters on a Linux machine and on Windows 10 machine.

They looked totally normal, had flame and teleporter particles.

At the moment, I have trouble guessing.

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_jakub1_
_jakub1_ - - 42 comments

further testing progress report

timeline went as follows:
1 - I was using version 40 and things were OK, no bugs
2 - I downloaded version 41 and some big levels started to flicked and above mentioned particles in AD were gone
3 - I downgraded to version 40, bugs were still there
4 - I deleted config.cgf from ID1 directory to let the game create a new default config. It usually helps when things get crazy. I also deleted my autoexec.cfg from ID1 dir to exclude any setting in my custom autoexec.cfg from affecting the test. Bugs were still there.
5 - I remembered I have extra backup copy of config/autoexec exactly for these situations. I copied them back to ID1 directory and launched zircon (v40) - no flickering, particles still missing. Same with v41.
6 - I went through both config and autoexec files and narrowed the problem down to this command - r_useportalculling. In my autoexec is set to 0. With this command in autoexec.cfg zircon works fine and there is no flickering of level geometry. When I change setting to 2, big levels turn into glitchfest.

My conclusion is that without r_useportalculling 0 in autoexec.cfg zircon reacts like it is set to 2. According to DP readme r_useportalculling 2 should improve fps, but could cause problems with complex levels and that is why 2 is not a default setting.

No luck with missing particles in AD. Probably an unrelated problem..

EDIT
I found out that I accidentally deleted quake.rc from AD directory while cleaning the AD mod directory. I copied it back and suddenly, particles are back. Even though I have no idea what command makes the difference.

Sorry for false alarm, seems like there is nothing wrong with zircon :-)

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Baker55 Author
Baker55 - - 250 comments

I'm glad you got it sorted out. ;)

Thanks for the update.

"r_useportalculling" defaults to "2" in the engine. I do not know the history of r_useportalculling or the intent of it and I don't have any information for the reason for it's creation. I think it is to support real-time lighting.

The description says "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data"

No one is releasing unvised Q1 maps as far as I know, so it is not clear to me what this is for.

I would prefer to engine default it 0, but do not wish to default things differently than main DarkPlaces.

Short version: I have to set to 0 in Quake3_Quake1. I don't "trust it" and it seems to be a performance penalty. At the same time. it must exist for a reason.

Likewise, I would like to engine default "mod_bsp_portalize" to 0, but don't for the same reasons. mod_bsp_portalize 1 (the default) adds to map load times.

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_jakub1_
_jakub1_ - - 42 comments

From what I understand Darplaces default setting for r_useportalculling is "0" because "2" is prone to glitches.

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Baker55 Author
Baker55 - - 250 comments

Current DarkPlaces beta defaults it to 1.

I'm going to mirror that default. The Zircon default is 2 (inherited from the version of DarkPlaces I started with).

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ibloodheuer
ibloodheuer - - 56 comments

Just to report, using this version, i've tried out of curiosity playing the Machine expansion... A lot of glitches... There is some cvar or command line argument that i'm missing?

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Baker55 Author
Baker55 - - 250 comments

I have not added Rerelease compat to engine yet. It is on the September todo list.

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