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About kerryhall

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  1. kerryhall

    Networking bug in sdlquake?

    Also, I was incorrect about the system locking up. If I am sshd into my machine, I can issue a regular kill to the sdlquake process and have it exit as expected.
  2. kerryhall

    Networking bug in sdlquake?

    Thanks Peter, I'll try exploring that and see if I can reproduce the issue in a piece of test code.   I noticed the following issue as well: when I try to start a server: kerry@debian:~$ sudo netstat -ltpn Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address           Foreign Address         State       PID/Program name    tcp        0      0   *               LISTEN     1727/portmap         tcp        0      0   *               LISTEN     1925/inetd           tcp        0      0    *               LISTEN     2162/sshd Not seeing anything listening on 26000, the port used for Quake. It also shows my ip as, when it should be in this case.   I can certainly dive into the source and see exactly how it is trying to get the local ip address. Thanks!
  3. Hi folks,   I'm trying to debug an issue with SDL quake. When trying to connect to a quake server over tcp/ip, I enter the ip address then press enter. The machine hangs, and I am unable to exit, change ttys, or run commands while connected via ssh. I ran strace to see what was going on, and here is the last output: getsockname(5, {sa_family=AF_INET, sin_port=htons(2049), sin_addr=inet_addr("")}, [16]) = 0  setsockopt(5, SOL_SOCKET, SO_BROADCAST, [1], 4) = 0  sendto(5, "\200\0\0\f\2QUAKE\0\3", 12, 0, {sa_family=AF_INET, sin_port=htons(26000), sin_addr=inet_addr("")}, 16) = 12 recvfrom(5, And then the system hangs. SDLquake runs great besides that. Running svgalib as the video driver. Running Debian 4.0. (I know, I know. It's old. Quake 1 is old too.) Using sdl quake source found here: http://www.libsdl.org/projects/quake/
  4. Hi folks, I was wondering if anyone knows of anyone working on a project to procedurally generate pixel art. Things like trees, foliage, buildings, etc. If this is something you would be interested in collaborating on, let me know! I would love to work on something like this.
  5. So if I have a bunch of OpenGL calls, the processor has to send those to the video card each frame? What is the throughput on this, theoretically? Do you think that is what the bottleneck could be? Is there a way I could run some kind of profiler to see how many calls are done per frame, and what percent of the CPU time is spent on what instruction? I realize the instructions will just be x86 asm, but I don't mind sifting through that. I am really curious now.
  6. I have an AMD 64 3000+ with 4 gigs of RAM, and a Geforce GTX 460. I recently installed Windows 7 on there, and the Unigen Heaven benchmark. Running it, I'm getting mediocre frame rates for my card. (7 fps) When I run the process manager, I see that my CPU usage is at 100%. Here is my question: What exactly is the benchmark doing that is using the processor? Shouldn't the video card be doing 100% of the work? There is no physics (which is done on the video card anyway!), no AI, no networking, nothing that I can think of that would use the processor. Any ideas? Thanks!
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