Eugene
Eugene
> There is less state complexity (2 states instead of 4). I wouldn't agree because my approach is more universal and verbose > For non-downloading clients there is no need...
> The problem starts at "ack to server is lost, server sends second gamestate". What does it mean "ack to server is lost"? Correction: download/whatever completes, server sends new gamestate,...
There should be `RE_Shutdown( 2 )` call, I didn't see it, could you post full log with most recent build?
Please check latest commit https://github.com/ec-/Quake3e/commit/2169b1c212e6a4c0a92d8201a90667fae6a2ed58
Okay but still not reproducible on my side (win11 + 576.2), I'll leave current fix as it may help in other situations
> I also noticed that r_gamma has no effect with both renderers vulkan|opengl when started with the sdl2_compat layer. enable `\r_fbo 1` - it will fix that and allow bloom/hdr/multisampling...
Missing `FIFO_LATEST_READY` indicates that you have different source code sets, i.e. something wrong with your build environment
> presentation modes: MAILBOX mode#3ba04c28 FIFO indicates that `VK_PRESENT_MODE_FIFO_LATEST_READY_EXT` definition is either missing in your source code or you're using old renderervk .so file from elsewhere, there is no condition...
I see now: https://github.com/ec-/Quake3e/blob/main/code/qcommon/files.c#L5804-L5807 For debug build it loads libraries neraby (for easy debugging) while in release build it follows searchpath policy (to respect pure server rules) so this will...
> I see now: https://github.com/ec-/Quake3e/blob/main/code/qcommon/files.c#L5804-L5807 > For debug build it loads libraries neraby (for easy debugging) while in release build it follows searchpath policy (to respect pure server rules) so...