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InsideQC Forums • View topic - Makaqu

Makaqu

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Re: Makaqu

Postby mankrip » Mon Jul 09, 2012 6:10 am

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Re: Makaqu

Postby Don Kael » Tue Jul 10, 2012 2:02 pm

You the man Fragger!

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Re: Makaqu

Postby Spike » Tue Jul 10, 2012 2:31 pm

regarding memory leaks, try calling #include <crtdbg.h> _CrtDumpMemoryLeaks() when quitting the program (debug versions of msvc runtime only). there's a _malloc_dbg too for tracking line numbers via wrappers too, if you need it.
or just use valgrind if you have a linux port. valgrind is awesome for detecting invalid memory accesses, its almost worth porting a program to linux just for valgrind (supposedly it can be used via wine somehow). valgrind may struggle with the heap though (although the depth buffer is on the high heap, so any access beyond the end of that should still be caught, just not underruns).
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Re: Makaqu

Postby mankrip » Mon Oct 22, 2012 5:08 pm

Some minutes after releasing the version 1.5.1, I've found out that it crashes randomly when running in fullscreen for a while in my desktop computer. In windowed mode it runs great. And in my laptop, which is what I use for development, it seems to run fine in fullscreen.

Running it with -dibonly didn't make the random crashes go away in my desktop computer, so ditching the MGL code shouldn't make that problem magically disappear, but now I'm going to switch to the MGL-less vid_win.c anyway. The only sad part is that the DIB code doesn't detect modes such as 1600x1200 in my desktop computer.

I'm reading a bunch of articles about code analysis, and I'll also try to learn how to properly debug programs. There isn't any other big feature I want to implement in this engine before doing that. I've tried using _CrtDumpMemoryLeaks(), but couldn't understand how it works yet. I'll study those things slowly.
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Re: Makaqu

Postby Spike » Tue Oct 23, 2012 1:57 pm

_CrtDumpMemoryLeaks basically calls OutputDebugString, which means that all of its output will be visible in msvc's annoying-to-find output->debug window. It doesn't dump to stdout/stderr, but rather via some pipe to an attached debugger.
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Re: Makaqu

Postby mankrip » Tue Oct 23, 2012 4:35 pm

I use a 2 year old version of Code::Blocks, maybe it doesn't support that.

I'll probably have to update my development environment.
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Re: Makaqu

Postby revelator » Tue Oct 23, 2012 4:50 pm

More likely the mingw libraries didnt at that time :) C::B is just an ide.
Id suggest using MinGW64 there libraries are a bit more up to date but CB cringes at the mingw64 host naming so get CB from my site at least as its modified for use with mingw64.
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Re: Makaqu

Postby mh » Tue Oct 23, 2012 9:06 pm

The MGL-less vid_win.c should drop in quite cleanly, and it should be a simple matter to extend the list of available modes. If memory serves the only real reason why it doesnt detect some modes is that I didn't bother changing that part of the original code - there's no technical reason why it can't detect them, however.
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Re: Makaqu

Postby JasonX » Thu Oct 25, 2012 2:58 pm

What's the current FPS of Makaqu on the Dreamcast? Also, how does SDL Quake perform on Dreamcast, based on that SDL port for DC?
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Re: Makaqu

Postby mankrip » Sat Oct 27, 2012 4:51 pm

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Re: Makaqu

Postby mankrip » Mon Dec 24, 2012 8:56 pm

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Re: Makaqu

Postby mankrip » Wed Jan 30, 2013 7:40 am

Version 1.6 released.

It's still quite prone to crashing, but the current crashes are caused by old bugs which I still haven't figured out.

All of the new code introduced since the last version works incredibly fine. Mostly I wanted to share it right away so I can focus on... other things.

I don't use a repository, but a diff tool (I personally like KDiff3) should specify all of the changes since the version 1.5.1.
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Re: Makaqu

Postby Spike » Wed Jan 30, 2013 8:53 am

> QuakeWorld support.

If you want a cheap port, you can grab my qtv project ( http://fteqw.svn.sourceforge.net/viewvc ... nk/fteqtv/ ), compile it as a library, and follow the instructions given at the top of its nq_api.c file.
You'll get an additional nq 'network driver' that instead routes packets into the libqtv for translation. libqtv will do the rest.
You won't get prediction. It will only resolve certain hostnames so that regular NQ connectivity will be unaffected.
It will only work as a client, not a server.
You can play mvds with it too, but you'll likely want to knock up some extra ui/commands for that.
I've never run it/anything on a dreamcast, so I've no idea what changes you'd need for that.
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Re: Makaqu

Postby leileilol » Thu Jan 31, 2013 1:53 am

I had a E1M1 crash when I gibbed a soldier and a dog and one of their gibs went into my face. I did turn on lit sprites and particles and I was playing at 1920x1080.
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Re: Makaqu

Postby Dr. Shadowborg » Thu Jan 31, 2013 3:42 am

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