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The Best Looking Open-Source Game?

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  • #31
    One problem the game had before (which may be why you couldn't get it working) was that the non-dedicated binary would not accept console commands via stdin. I fixed this in SVN a couple months ago and it should show up in the 7.54 release.

    I'd always assumed the timedemo code was working just fine, but I checked again and indeed there were a couple problems with it.

    First of all, it started counting frames as soon as the timedemo cvar was set to 1. This meant that if you typed in the command to set the cvar, then waited a couple seconds, it was included in the final statistics. Also, it's a bad idea to benchmark the map load times because the framerate during map loading is capped at 10 FPS and is often much less than that, obviously polluting the results. Second of all, the timedemo code counted each frame twice, resulting in claiming 2x the correct framerate.

    I have committed fixes for both of these bugs to SVN. They should show up in the 7.54 release.

    Does there need to be a mechanism to make the game automatically quit after a demo finishes running, or is Phoronix already capable of emitting a "quit" command to the game's stdin?
    Last edited by MaxToTheMax; 04-12-2012, 01:59 AM.

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    • #32
      Flightgear is also looking gorgeous(with focus on realistic graphics)

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      • #33
        Originally posted by Michael View Post
        Because as far as I know there still is no proper automated support for handling it within the Spring engine compared to other open-source engines. And I don't see enough donations coming in for it to be worthwhile to add support to the Spring engine myself.

        I don't see it bringing in any significant number of new readers... You're the only one that's ever even requested it.
        ???????????? really do you read the posts here in the forum ?

        jiero : "Zero-K (...)Evolution RTS(...)Both built-upon SpringRTS engine. "

        pheldens: "spring rts, zero K "

        Nobu: "I want to see TA-Spring (...) +1 for [del]C&C[/del] TA-Spring 1944; Fight, win, prevail! "


        I'm the only one? LOL are you blind?
        Phantom circuit Sequence Reducer Dyslexia

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        • #34
          I noticed the apitrace tweet. But last I used it, the fps it put out was several times lower than what the app itself put out.

          With this kind of overhead, is there any point to benchmarking with apitrace? Or has this been fixed lately?

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          • #35
            Originally posted by curaga View Post
            I noticed the apitrace tweet. But last I used it, the fps it put out was several times lower than what the app itself put out.

            With this kind of overhead, is there any point to benchmarking with apitrace? Or has this been fixed lately?
            My stuff runs with 70-60% speed when retracing(latest apitrace). Not sure how representative it is though, need to trace some more games.

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            • #36
              vdrift-2011-10-22

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              • #37
                Blockout2 :>

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                • #38
                  Red Eclipse and Sauerbraten are two games that are worth benchmarking as well. Big playerbase and are mentioned on your site multiple times, so why not try to include them in PTS?
                  Especially Red Eclipse has some nice levels with good details and beatiful effects. They are not the most beatiful open-source games out there, but they do just fine. To me Xonotic is the most beatiful.

                  Talking about commercial games, maybe Prey and Oil-Rush are worth mentioning as well?

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                  • #39
                    I'm tempted to put Aquaria (http://www.bit-blot.com/aquaria/) on the list. The engine is free, the content not. But it's really cute and nice 2d stuff.
                    Stop TCPA, stupid software patents and corrupt politicians!

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                    • #40
                      Originally posted by MaxToTheMax View Post
                      One problem the game had before (which may be why you couldn't get it working) was that the non-dedicated binary would not accept console commands via stdin. I fixed this in SVN a couple months ago and it should show up in the 7.54 release.

                      I'd always assumed the timedemo code was working just fine, but I checked again and indeed there were a couple problems with it.

                      First of all, it started counting frames as soon as the timedemo cvar was set to 1. This meant that if you typed in the command to set the cvar, then waited a couple seconds, it was included in the final statistics. Also, it's a bad idea to benchmark the map load times because the framerate during map loading is capped at 10 FPS and is often much less than that, obviously polluting the results. Second of all, the timedemo code counted each frame twice, resulting in claiming 2x the correct framerate.

                      I have committed fixes for both of these bugs to SVN. They should show up in the 7.54 release.

                      Does there need to be a mechanism to make the game automatically quit after a demo finishes running, or is Phoronix already capable of emitting a "quit" command to the game's stdin?
                      Great for the fixes, thanks!

                      The way I start-up and then quit on idTech3 games is via:


                      timedemo 1
                      set demodone "quit"
                      set demoloop1 "demo demo088-test1; set nextdemo vstr demodone"
                      vstr demoloop1

                      would that work here?
                      Michael Larabel
                      http://www.michaellarabel.com/

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