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Messages - revelator

#16
deleted both the repo and the sources im afraid.

To many changes to the source in comparison with the old one to recreate the missing parts, i might as well have started from scratch  :-[
#17
tried everything the error is not recoverable as it decided the next push that my local copy was not in sync with the online one,
so it merged my local copy with the broken online commit and thats all she wrote.
#18
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
December 17, 2019, 05:55:56 PM
My project is dead and will not return, github destroyed all my changes when committing and overwrote my local copy with a mix of old and new code. I deleted the repositories because there is no way to get the changes reverted i tried.

So this is the end.
#19
Well this is wonderfull, github destroyed my project by overwriting all my changes with the old code despite being told not to  >:(

SO this project will go no further and im done with git.
#20
id Tech 4 Discussion / Re: Why so few uses of Id Tech 4?
December 13, 2019, 05:05:26 AM
My engine now builds cleanly with msvc 2017 and 2019  ^-^
still uv bugs on some sikkmod enabled mods like grimm quest (seems to be the only one with that bug so far, so i suspect the mod might have gotten corrupted in a drive crash now ugh).
as long as you stay away from enabling SSAO and softshadows sikkmod looks like a million dollars and runs pretty purty on this engine.
The only sad thing about it is that i removed all editors from the code early in development due to not being cross platform and generally badly implemented code,
so unfortunatly you can not use it for creating your own mods, you can however use it as an sdk for game dll changes (which is pretty much a must if you want to play your mod on this since it is no longer compatible with stock doom3).
#21
A barebones (no editors) engine using the above and some fixes from darkmod like AVX optimizations and fps untangling (com_fixedtic)
as well as a hybrid GLSL and ARB2 renderer is avaliable if anyone wants to try it.

It runs smooth as butter on my AMD card  :))

thread code also had a few fixes as well as the VBO cache.

If someone wants to try toying with depth access, set r_skipDepthCapture to 0 and provide a shader (darkmod has a working one),
you will need to add it to progDef_t in draw_interactions.cpp the support code is allready there but you would need to supply code for using the depth access (like soft particles SSAO etc).
The support code will get yor cards depthbuffer capabilities and set the depth access bits automatically (most cards today can do 24 bit depth anyway, but in case it cannot and the driver reports it correctly, it will autoset the bitdepth to whatever your card supports).

I have a github site where i will upload the code, still toying with openal soft and adding framebuffers.
#22
little tidbit for systems like mine with more than 4gb of system memory.

in win_shared.cpp put this at the top ->

/* functions for the below */
typedef BOOL( WINAPI *PGetPhysicallyInstalledSystemMemory )( PULONGLONG TotalMemoryInKilobytes );
#define GPA( module, func ) ( PGetPhysicallyInstalledSystemMemory ) GetProcAddress( GetModuleHandle( module ), func )

/*
================
Sys_GetSystemMemory

description:
retrieves installed physical memory from bios
================
*/
static uint64_t Sys_GetSystemMemory( void )
{
/* This code only works on XP or older */
#if ( _WIN32_WINNT <= 0x501 )
MEMORYSTATUSEX statex;
statex.dwLength = sizeof( statex );
GlobalMemoryStatusEx( &statex );
uint64_t mem = static_cast<uint64_t>( statex.ullTotalPhys ) / 1024.0; /* else it would return bytes */
return mem;
#else
/* this works on vista and up */
ULONGLONG mem; /* physical memory installed (kb) */

PGetPhysicallyInstalledSystemMemory pFGetPhysicallyInstalledSystemMemory = GPA("kernel32.dll", "GetPhysicallyInstalledSystemMemory");

/* Uh oh... */
if ( !pFGetPhysicallyInstalledSystemMemory || !pFGetPhysicallyInstalledSystemMemory( &mem ) )
{
return 0;
}

/* Couldnt get system ram */
if ( !mem )
{
return 0;
}
return static_cast<uint64_t>( mem );
#endif
}


and replace Sys_GetSystemRam with this ->

uint64_t Sys_GetSystemRam( void )
{
    uint64_t physRam = Sys_GetSystemMemory() / 1024.0;
    physRam = ( physRam + 8 ) & ~15;
    return physRam;
}


remember to change it in the header as well since the original used int as a return value.

code will now correctly report your system ram on newer windows versions, the old code could only report 4 GB max.

and get rid of the video ram detection code it no longer works correctly and also suffers from the same limit,
you can only get videoram on modern gfx cards by using card specific codepaths like this ->

void idVertexCache::Show( void )
{
GLint  mem[4];

if ( GLEW_NVX_gpu_memory_info && ( glConfig.vendor == glvNVIDIA ) )
{
common->Printf( "\nNvidia specific memory info:\n" );
common->Printf( "\n" );
glGetIntegerv( GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX , mem );
common->Printf( "dedicated video memory %i MB\n", mem[0] >> 10 );
glGetIntegerv( GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX , mem );
common->Printf( "total available memory %i MB\n", mem[0] >> 10 );
glGetIntegerv( GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX , mem );
common->Printf( "currently unused GPU memory %i MB\n", mem[0] >> 10 );
glGetIntegerv( GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX , mem );
common->Printf( "count of total evictions seen by system %i MB\n", mem[0] >> 10 );
glGetIntegerv( GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX , mem );
common->Printf( "total video memory evicted %i MB\n", mem[0] >> 10 );
}
else if ( GLEW_ATI_meminfo && ( glConfig.vendor == glvAMD ) )
{
common->Printf( "\nATI/AMD specific memory info:\n" );
common->Printf( "\n" );
glGetIntegerv( GL_VBO_FREE_MEMORY_ATI, mem );
common->Printf( "VBO: total memory free in the pool %i MB\n", mem[0] >> 10 );
common->Printf( "VBO: largest available free block in the pool %i MB\n", mem[1] >> 10 );
common->Printf( "VBO: total auxiliary memory free %i MB\n", mem[2] >> 10 );
common->Printf( "VBO: largest auxiliary free block %i MB\n", mem[3] >> 10 );
glGetIntegerv( GL_TEXTURE_FREE_MEMORY_ATI, mem );
common->Printf( "Texture: total memory free in the pool %i MB\n", mem[0] >> 10 );
common->Printf( "Texture: largest available free block in the pool %i MB\n", mem[1] >> 10 );
common->Printf( "Texture: total auxiliary memory free %i MB\n", mem[2] >> 10 );
common->Printf( "Texture: largest auxiliary free block %i MB\n", mem[3] >> 10 );
glGetIntegerv( GL_RENDERBUFFER_FREE_MEMORY_ATI, mem );
common->Printf( "RenderBuffer: total memory free in the pool %i MB\n", mem[0] >> 10 );
common->Printf( "RenderBuffer: largest available free block in the pool %i MB\n", mem[1] >> 10 );
common->Printf( "RenderBuffer: total auxiliary memory free %i MB\n", mem[2] >> 10 );
common->Printf( "RenderBuffer: largest auxiliary free block %i MB\n", mem[3] >> 10 );
}
else
{
common->Printf( "MemInfo not availabled for your video card or driver!\n" );
}
}


and sadly this only works on nvidia and AMD.
#23
Strutt your stuff! / Re: insideqc gone or ?
December 05, 2019, 12:16:38 AM
bad wordpress update according to some irc members  :-[ lets hope its temporary.
#24
Strutt your stuff! / Re: insideqc gone or ?
December 04, 2019, 12:56:33 PM
well now the site gives an error instead of a blank page so someone seems to be working on it  C:-)
#25
Strutt your stuff! / Re: insideqc gone or ?
December 03, 2019, 06:18:38 AM
tried on #qc chat channel, but there was noone there atm.
#26
Strutt your stuff! / Re: TDM version of gcc-9.2.0
December 01, 2019, 10:04:30 AM
Started uploading the updates.

Give it a few hours to make sure all packages are there.

https://sourceforge.net/projects/cbadvanced/files/gcc-9.2.0/CB%20Advanced%20Updates/

The updated TDM patches are also avaliable, link soon.
#27
Strutt your stuff! / insideqc gone or ?
December 01, 2019, 08:13:35 AM
No longer able to access the forum section of the site (blank page comes up).
Maintainance or did it just die ?
#28
Strutt your stuff! / TDM version of gcc-9.2.0
November 28, 2019, 01:22:21 PM
I allmost gave up on this when i made my last update to my codeblocks + msys2 / mingw64 compiler (gcc-7.4.0 at that time).
To many changes to how the compiler did stuff and in a bad need for updates to the shared memory interface used for supporting exceptions thrown from static libraries.

I took another look a few days ago, and was finally succesfull in updating the patches needed.

gcc now has full support for C++17 (i had to update the libstdc++ makefiles for them to accept the TDM patchset but it works now).

My own compiler has grown to preposterous sizes since i started work on this so it is not avaliable for download unless you are comfortable waiting on a 300gb+ download from FTP :P
It does sport everything under the sun but the size is not that fun.

So i can upload the gcc-9.2.0 packages to my sourceforge site and those who still use my older versions can then use pacman to update the old gcc (warning you also need binutils-2.33 which i will also upload).
#29
Ok heres how to fix it and it has nothing at all to do with "your" drivers in case you are wondering.
Open the -> (old control panel) go down to system -> device installation.
Find your monitor and hit update drivers, do not let windows auto install instead chose look on my pc for drivers and let me select from availiable devices.
Now choose pnp screen (standard) reboot and lo and behold gamma works again.
This bug also broke color calibration, nightlight, and various other apps.

Hope it helps anyone else with this problem.
#30
They are the latest  :-[