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Direct3D 8 Porting Project
Baker and mh have been working on Direct3D 8 ports of popular Quake engines. The benefit of this is that people whose video cards have poor-quality OpenGL drivers can take advantage of better Direct3D drivers (many ATI and intel cards are in this boat, apparently.)

Engines ported so far:
* AguirRe's enhanced GLQuake
* Fitzquake
* FuhQuake
* JoeQuake
* TomazQuake
* ZQuake

More info and downloads: http://quakeone.com/mh/
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On Automap 
I loved the 3d wireframe descent automap, and it was a great tool once you got the hang of it. Just that descent's geometry complexity was a lot lower than quake's , I guess. The actual level geometry served well as a "bounding hull" that was visible in the automap.

Maybe you can figure out an algorithm that somehow makes large bounding boxes around level geometry while retaining the feeling of space, etc. you get from the base geometry itself. Then a 3d automap will be truly useful. 
Another Thing 
i think it's metroid prime where they show bounding boxes for rooms and then the actual geometry for the room you're currently looking at. Controls work much worse than descent's first person flycam though. 
 
i'd like to see an engine coder try to just do a rudimentary one with the bsp wireframe and just not display lines that are part of the coplanar face and restricted to the current PVS. (or the engine could do some expensive but one shot calculations to determine visibility with raytracing).
i don't know the math involved with that kind of thing though. maybe it's very complicated and weird or something... math usually is. ���_� 
 
Hi mh, can you check the map neh2m5, there seems to be a fish stuck in the ground where the four jaggers are in the beginning. This fish didn't seem to be there in Aguirre's. 
 
Checked it out, it's OK in the current version of the code. 
 
What's the command to turn off the colored muzzleflash again? All I found was r_colored which disables all colored lighting altogether.
I guess it should be in the advanced visuals menu, too. (colored lighting: full, only world, off).

Some time ago I had some trouble getting (a cfgless) DirectQ to run on Win7 without additional effort, because it was always using 1600*900 as default video mode which out-of-range'd my monitor. However, today it started in 800*600, so no idea.

I wanted to watch the latest SDA demos with DirectQ for easier file selection, but the engine crashed each time a demo ended. 
 
What's the command to turn off the colored muzzleflash again? All I found was r_colored which disables all colored lighting altogether.

Hmm, think that one got lost some time ago. Must add it back.

I wanted to watch the latest SDA demos with DirectQ for easier file selection, but the engine crashed each time a demo ended.

Something in the demo file it doesn't like is the most likely explanation. I'll download some of them and check it out. 
 
disconnect does't actually clear the intermission screen state in Quake. That's a new one.

So if you're doing anything with cl.worldmodel during an intermission you should set cl.intermission = 0 in your CL_Disconnect_f. Probably not a bad idea to do it anyway. 
1.8.8.test2 (and Earlier) 
The sound looping on moving func entities seems broken. It plays the sound once and then often just stops. I recall a similar issue in DP once. 
Some Directq Bugs 
I've been playing around with directq lately and I'm impressed with it. A convenient engine that seems to have (almost) everything I need nowadays, and that's also being actively maintained.

Is this the place to report bugs?

I finally played "masque of the red death" and I experienced an annoying problem. Entering a room in the middle of the map, it suddenly seemed like the floor started to behave badly. I couldn't ascend even the most moderate of stairs without sliding down and taking fall damage. Got stuck in architecture at one time. Seems like the "clipping" had shifted up or down or something, compared to the actual map architecture.

I flew around in noclip and made some save games. Restarted directq and the problem was gone. Also the save games don't display the problem anymore unfortunately.

My computer has an Athlon II X4 640 CPU, 8 GB of some RAM, and a GeForce GTS 450. Nothing is clocked above nominal rating. Using DirectQ 1.8.8 Patch 2. 
Ah, The Dreaded Clipnodes Bug 
I'd thought that one should be fixed, but obviously not. I'll need to pass over the code before the next release then.

It's useful to know some circumstances it does and doesn't happen in; that'll help a lot with troubleshooting. 
Savegames 
Here are two savegames, which when loaded now unfortunately no longer display the problem: http://mandelmassa.net/temp/masque.zip

I entered that room, and bam - stuff got weird. As far as I remember, anyway.

The second save displays an interesting bullet hole decal floating in mid air, though I don't know if it's strictly related to the clipnodes problem! 
 
OK, thanks for the saves.

I ran through it with the current revision of the code and it seems to be handled right now. If you're on QuakeOne.com or Inside3D I'll happily drop you a test build so that you can cross-check and confirm. 
Cross Checking 
I'm not sure if I'm on either of those sites, however, I can't reproduce even with the current engine so it must have been something completely random. Thanks for the offer anyway.

Here are some other problems I'm having:

- When I use the menu to change game directory, the start map that loads will be mostly black. Reloading or loading a new map fixes the problem.

- Like Negke mentions above, sounds for moving things do not play for the entire duration of the move. I am using the quake sound resampling project sounds and -44khz command line, but the problem is still there with original sounds.

- With cl_maxfps set to 72, the game is unplayably unsmooth. Setting it to 60 or 6000 fixes it. However, when recording a demo, the unsmoothness comes back.

- Sky disappears when under water, an example would be in the start area of e1m2.

- Binds like the one below stop working when the framerate becomes too high; no shot is fired. Other buttons are fine, seems to be mwheel related.

bind MWHEELUP "impulse 2; +attack; wait; -attack"

None of these are show stoppers for me though! 
 
When I use the menu to change game directory, the start map that loads will be mostly black. Reloading or loading a new map fixes the problem.

Already fixed and will be coming in the next release.

Like Negke mentions above, sounds for moving things do not play for the entire duration of the move. I am using the quake sound resampling project sounds and -44khz command line, but the problem is still there with original sounds.

That's down to some "sounds move with entities" code that's not working out. I'll revert.

Sky disappears when under water, an example would be in the start area of e1m2.

That's actually some underwater fog affecting the sky - set gl_underwaterfog 0.

With cl_maxfps set to 72, the game is unplayably unsmooth. Setting it to 60 or 6000 fixes it. However, when recording a demo, the unsmoothness comes back.

72 is a bad value if your refresh rate is 60; pick a multiple of your refresh rate instead. I'll check out the demos.

Not certain about the binds; I'd suggest a wait after ime impulse to see what happens. I can test that more tomorrow. 
I'll Check Out The Demos. 
I had throttled framerates back to 72fps when recording a demo; with hindsight there's no need for that any more (those who care about this kind of thing will be just using JoeQuake anyway) so I'll remove it for the next version. 
Input Roughness 
OK, I've been beating on the input code some, and this problem should be gone in the next one. 
Wut! 
Well that's amazing!

I guess one reason to limit frame rate when recording demos may be file size? 
Yeah... 
I guess one reason to limit frame rate when recording demos may be file size?

Yeah... i played at 20fps (i think?) to record the rubicon2 demos, so they wouldn't be so big. Of course it isn't fun to play a whole level like that, when you're playing for your own entertainment. So it would be nice if there was a good tool for capping the framerate of demos. It would have to collect all the temp effects/stuffcmds/etc. from any frame that is dropped, and move it into a previous non-dropped frame, so you don't miss anything. I wonder if it would be better as an engine feature, cl_maxdemofps or something... 
 
File size was one potential reason (although I run the server at 72fps irrespective of the client speed, so it's not such an issue), the other was compliance with SDA rules (although, like I said, they're just gonna be using JoeQuake anyway so it doesn't really matter).

Recording at 20fps though is a good idea, if a mite unpleasant for the person doing the recording. 
 
I wouldn't worry too much about SDA rules these days, unfortunately.

metlslime: qdq has a utility called demtool which has a framerate capping function, -f. I guess it's fairly intelligent but I'm not sure, and also it's ancient so you may need dosbox to run it:

http://speeddemosarchive.com/quake/qdq/tools/demtool.html 
 
When is r_showtris going to come back? 
I Never Had R_showtris 
I do have r_wireframe though, but that totally replaces the normal render rather than drawing tris on top of it.

r_showtris is useless for mappers in DirectQ anyway as triangle counts are very much irrelevant to performance. Number of draw calls and vertex cache efficiency are much much more important.

r_speeds 1 will get you the former, and GPU vendors won't let you get the latter. 
Plus... 
I'm not a mapper's engine. I'm a player's engine. 
Clipping 
I for one am looking forward to the next release. I was playing fmb maps today and got the clipping bug again on fmb8.

This time though I think it happened gradually. First the world started feeling just a little bit less solid. Then, I started getting stuck on corners and stairs. Last thing happening was getting stuck totally in a staircase. I noclipped out, made a savegame, restarted, and it was all back to normal solidness again! 
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