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iodfe

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iodfe

Postby Nt.run » Nov 6th, '11, 5:37 pm

Hello :)
This is iodfe: another defrag-oriented engine, a fork of ioquake3 with some dfengine features and some new things.

Features from dfengine:

in_mouse 3 - raw input for Windows, an alternative to sometimes buggy SDL input (in_mouse 1)
con_filter[0-9]
/download
/cl_mapAutoDownload
Drakkar's fast loading code
See README-DFEngine for detailed info

Other features:

iodfe_hud_snap_draw 1 - snapping hud, shows zones of possible acceleration (for 8 ms frametime)
iodfe_hud__snap_auto - auto-shifting angle of the hud for different strafe styles
iodfe_hud__snap_def - offset with no keys pressed or with scr_hud_snap_auto 0
iodfe_hud__snap_speed - calculate zones for the stated speed instead
colors and position settings:
iodfe_hud__snap_rgba1
iodfe_hud__snap_rgba2
iodfe_hud__snap_y
iodfe_hud__snap_h

iodfe_hud_pitch - angle marks, setting it to "-15 70" for example will put two marks at -15 and 70 degrees of pitch
colors and position settings:
iodfe_hud__pitch_rgba
iodfe_hud__pitch_thickness
iodfe_hud__pitch_width
iodfe_hud__pitch_x

con_timestamp [0-1] - adds a timestamp at each message in console
con_timedisplay [0-3] - displays time at input line (1), at right bottom console corner (2) or at both places (3)

con_drawversion - toggles version at right bottom console corner
con_filter - toggles filtering with con_filter[0-9] vars
con_completemapnames - toggles /map and /devmap autocompletion

con_notifylines - number of lines shown in chat notify display
con_notifykeep - keeps it not erased after opening console
con_notifyx - x pos
con_notifyy - y pos

ctrl+enter in console sends message with /team_say
ctrl+shift+enter sends it with /tell to df_mp_trackplayernum

in_keyboardRepeatDelay [ms]
in_keyboardRepeatInterval [ms]
in_keyboardRepeatAlways
in_numpadbug [0-1] - fixes non-working numpad on Windows
in_disableLockKeys - makes lock keys behave like normal keys

r_xpos, r_ypos - game window position

ioq3's default home path differs from q3 folder, you can set it back by running the engine with +set fs_homepath "path to your q3 folder" key
http://ioquake3.org/help/ wrote:Where are config, save, and other personal files stored?
Mac OS X: /Users/YOURNAME/Library/Application Support/Quake3/
Windows XP: C:\documents and settings\YOURUSERNAMEHERE\application data\quake3
Windows VIsta: C:\Users\YOURNAME\AppData\Roaming\Quake3
Linux: ~/.q3a/


Compiled binaries:
iodfe-v3-win-x86.zip
iodfe-v3-lin-i386.tar.gz
iodfe-v3-lin-x86_64.tar.gz
Source code:
https://github.com/runaos/iodfe

The engine is allowed for using on mDd, thanks to <hk> for adding it to the rules :)
Last edited by Nt.run on Apr 5th, '12, 11:08 pm, edited 5 times in total.
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Re: iodfe

Postby <hk> » Nov 6th, '11, 5:46 pm

Tried it. It's pretty cool.
I can't always remember the commands, though. could you use a special prefix for your commands?

like:
Code: Select all
iofe_con_timestamp
iofe_hud_snap_draw


That way you can tab complete your memory back :)
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Re: iodfe

Postby Nt.run » Nov 6th, '11, 6:00 pm

Let's see, maybe in next version. Have to do it early while we don't have too many new vars yet.
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Re: iodfe

Postby TittenIgnition » Nov 6th, '11, 6:32 pm

[quote="run 'n' stuff]
ctrl+enter in console sends message with /team_say
[/quote]

GENIUS!!! I'LL BE USING THIS ENGINE FOR EVER MORE!

I think some of this is borderline cheating, though, like adding pitch markers. Velocity snapping hud is nice though.

Can I still color my console like in dfengine? D:
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Re: iodfe

Postby Nt.run » Nov 6th, '11, 6:42 pm

Can I still color my console like in dfengine? D:
Yes you can.

I think some of this is borderline cheating, though, like adding pitch markers. Velocity snapping hud is nice though.
Well, it doesn't move mouse for you, just shows the angle in a different way than defrag chs. It is not as helpful ingame as you may imagine from description.
And velocity snapping hud was a subject to add for more than 7 years, so adding it now won't hurt I guess :)
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Re: iodfe

Postby TittenIgnition » Nov 6th, '11, 6:52 pm

Nt.run wrote:Yes you can.

Badass :)

Well, it doesn't move mouse for you, just shows the angle in a different way than defrag chs. It is not as helpful ingame as you may imagine from description.
And velocity snapping hud was a subject to add for more than 7 years, so adding it now won't hurt I guess :)

I don't really know how to explain my position properly, but I don't like all the additions. It doesn't move the mouse for you, but for plasma climbing, it takes a lot of practice to instinctively know where to aim. I would much rather learn that than use a guideline, though it's usefulness is drastically lowered since it's a static value that would have to be changed manually, from a bind, to account for different plasma jumps. I would rather not have it, but for other things, such as team tricks, its a blessing. I don't use the chs angle meter, so when someone says "aim 70", I don't know what the fuck they're saying :D

The timestamps look really good, and it doesn't seem any slower than my dfengine. I just need to configure it right.

Can I get rid of this "BIG Info string length exceeded" that spams all the time?

EDIT: Another thing.. could scr_hud_pitch be made so that any value is actually registered, including 0?
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Re: iodfe

Postby RetroHelix » Nov 7th, '11, 8:43 am

Not working for me:

Code: Select all
iodfe 1_git_0850c07 win_mingw-x86 Nov  1 2011
Have SSE support
----- FS_Startup -----
----------------------
25067 files in pk3 files
execing default.cfg
couldn't exec q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
^3Couldn't write C:\DOKUME~1\RETROH~1\LOKALE~1\Temp\/iodfe.pid.
----- Client Initialization -----
^908:41:05 ^7Couldn't read q3history.
^908:41:05 ^7----- Initializing Renderer ----
^908:41:05 ^7-------------------------------
^908:41:05 ^7QKEY building random string
^908:41:05 ^7QKEY could not open qkey for write
^908:41:05 ^7----- Client Initialization Complete -----
^908:41:05 ^7----- R_Init -----
^908:41:05 ^7SDL using driver "directx"
^908:41:05 ^7Initializing OpenGL display
^908:41:05 ^7Estimated display aspect: 1.600
^908:41:05 ^7...setting mode 3: 640 480
^908:41:06 ^7Using 8/8/8 Color bits, 24 depth, 8 stencil display.
^908:41:06 ^7Available modes: '1680x1050 1680x1050 1920x1200 1600x900 1920x1080 640x480 800x600 800x600 1024x768 1152x864 1280x960 1920x1440 2048x1536 1280x1024'
^908:41:06 ^7GL_RENDERER: GeForce 9500 GT/PCI/SSE2
^908:41:06 ^7Initializing OpenGL extensions
^908:41:06 ^7...ignoring GL_EXT_texture_compression_s3tc
^908:41:06 ^7...ignoring GL_S3_s3tc
^908:41:06 ^7...using GL_EXT_texture_env_add
^908:41:06 ^7...using GL_ARB_multitexture
^908:41:06 ^7...using GL_EXT_compiled_vertex_array
^908:41:06 ^7...ignoring GL_EXT_texture_filter_anisotropic
^908:41:06 ^7
GL_VENDOR: NVIDIA Corporation
^908:41:06 ^7GL_RENDERER: GeForce 9500 GT/PCI/SSE2
^908:41:06 ^7GL_VERSION: 3.3.0
^908:41:06 ^7Com_sprintf: Output length 4096 too short, require 4109 bytes.
^908:41:06 ^7GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc 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_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_diGL_MAX_TEXTURE_SIZE: 8192
^908:41:06 ^7GL_MAX_TEXTURE_UNITS_ARB: 4
^908:41:06 ^7
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
^908:41:06 ^7MODE: 3, 640 x 480 fullscreen hz:N/A
^908:41:06 ^7GAMMA: hardware w/ 0 overbright bits
^908:41:06 ^7rendering primitives: single glDrawElements
^908:41:06 ^7texturemode: GL_LINEAR_MIPMAP_NEAREST
^908:41:06 ^7picmip: 1
^908:41:06 ^7texture bits: 0
^908:41:06 ^7multitexture: enabled
^908:41:06 ^7compiled vertex arrays: enabled
^908:41:06 ^7texenv add: enabled
^908:41:06 ^7compressed textures: disabled
^908:41:06 ^7
----- R_InitShaders -----
^908:41:06 ^7WARNING: R_InitShaders, line 77009: Unmatched braces in shader text
^908:41:06 ^7WARNING: R_InitShaders, line 102411: Unmatched braces in shader text
^908:41:06 ^7WARNING: R_InitShaders, line 102486: Unmatched braces in shader text
^908:41:06 ^7-------------------------
^908:41:06 ^7458 shader files read
^908:41:06 ^716084 shaders found
^908:41:06 ^7184162 code lines
^908:41:06 ^75.53 MB shader data
^908:41:06 ^70.325 seconds
^908:41:06 ^7-------------------------

^908:41:06 ^7----- finished R_Init -----
^908:41:06 ^7------ Initializing Sound ------
^908:41:06 ^7Trying to load "OpenAL32.dll"...
^908:41:06 ^7----- Client Shutdown (Client fatal crashed: Couldn't open G:\Installationen\Quake III Arena 2\baseq3\pak0.pk3) -----
^908:41:06 ^7RE_Shutdown( 1 )
^908:41:07 ^7Hunk_Clear: reset the hunk ok
^908:41:07 ^7-----------------------
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Re: iodfe

Postby TittenIgnition » Nov 7th, '11, 10:08 am

Run, your engine is a hacker! It just recorded a bunch of .dm_71 files!

The protocol is still .dm_68, but they have some strange contents, and are CALLED .DM_71 FFS!
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Re: iodfe

Postby AL!EN » Nov 7th, '11, 6:57 pm

One thing that i would love to see is proper download missing maps when you play demo for it. So the engine would wait for map download and then start to play demo without force player to start it again.
"strafe is the most important 'weapon' in defrag" - <hk>
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Re: iodfe

Postby amt-morbus » Nov 7th, '11, 7:06 pm

eS-AL|EN wrote:One thing that i would love to see is proper download missing maps when you play demo for it. So the engine would wait for map download and then start to play demo without force player to start it again.


+1
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