Yes, they are running the exact pmove code. Also, yes, I've also made sure
that the errors only generate if i mix cgame and game modules of different
platforms (yeah not only to mix qvm and native, there are also differences
if client is windows and server is linux, even when they both run native
modules, however, i'm mainly interested in the linux server/qvm client
scenario), but the errors are gone if i use both native modules of the same
platform. As i said, the differences are not high, but they exist, so it
does affect the "feeling".

If it works for something, these are the commands used to compile the
modules:

-game, native, ubuntu 8.04 i386, gcc v3.4, glibc v2.7
gcc-3.4 -pipe -fsigned-char -DNDEBUG -O6 -march=i586 -mtune=i686
-fomit-frame-pointer -falign-loops=2 -falign-jumps=2 -falign-functions=2
-fno-strict-aliasing -fstrength-reduce -DQAGAME -fPIC -Icgame -Igame -Iq3_ui
-c release-i386-Linux-2.7/game/bg_pmove.c -o
release-i386-Linux-2.7/game/bg_pmove.o

-cgame, qvm
q3lcc -DQ3_VM -DCGAME -S -Wf-target=bytecode -Wf-g -Icgame -Igame -Iq3_ui -c
release-i386-Linux-2.7/cgame/game/bg_pmove.c -o
release-i386-Linux-2.7/cgame/game/bg_pmove.asm

Regards,

2010/3/7 Ben Noordhuis <[email protected]>

> On Sun, Mar 7, 2010 at 19:22, Rabindranath Bustos Martínez
> <[email protected]> wrote:
> > Hello. I've been working on a q3 mod, which for some modifications on the
> > game code it uses a binary instead of a qvm, but the client still uses
> the
> > qvm. So far works good, however, we started to feel little differences on
> > the "feeling" of the physics, and they are not entirely wrong: we have
> > noticed small differences on the results on the predicted pmove
> executions
> > and the snapshots from the server.
>
> First off, are you really sure both client and server are running the
> same Pmove() function? If not, then that is your source of quirky
> behaviour. But if the answer is yes, you may want to verify if
> differences between native code and JIT-compiled bytecode really are
> the cause. Compile your mod to native code and run it with '+set
> sv_pure 0 +set vm_game 0 +set vm_cgame 0', see what happens.
> _______________________________________________
> ioquake3 mailing list
> [email protected]
> http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
> By sending this message I agree to love ioquake3 and libsdl.
>
>


-- 
Rabindranath
_______________________________________________
ioquake3 mailing list
[email protected]
http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org
By sending this message I agree to love ioquake3 and libsdl.

Reply via email to