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InsideQC Forums • View topic - DirectQ 1.9.0

DirectQ 1.9.0

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DirectQ 1.9.0

Postby ajay » Sat Feb 18, 2012 6:06 pm

As you all probably know it was released today (here: http://directq.codeplex.com/releases/view/82539 )

I've been very keen on trying it as I'm now very dependent upon BSP2-compatible engines for my mod. RMQ is a great engine but has some RMQ-mod specific stuff that didn't entirely fit with mine, so naturally equake.bsp was the first map I tried with this engine.

I've got to say, MH, it's just perfect for my mod. The effects are more tuned down, subtler ones - the glow from the lightning for instance lights up walls it immediately passes, rather than everything within 20ft of it. It's also smooth as silk; marvellous frame rate on what is a large, complicated, non-optimised, mess of a map. The light level is also just perfect for my "overly-dark" mod :wink:

It's really motivating to be able to access such innovative and enabling tools and programming - so, thanks!

*Apologies if this should have been in the Engine Programming forum; have only thought that as I finish, and I'm too lazy to copy it all over...
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Re: DirectQ 1.9.0

Postby leileilol » Sun Feb 19, 2012 2:00 am

Full viewsize turns off crosshair
I noticed a rocket
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Re: DirectQ 1.9.0

Postby frag.machine » Mon Feb 20, 2012 2:30 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: DirectQ 1.9.0

Postby xaGe » Thu Feb 23, 2012 8:19 am

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Re: DirectQ 1.9.0

Postby scar3crow » Thu Feb 23, 2012 2:52 pm

Judging by the angles that looks like per triangle hit detection maybe? It looks as if it is passing between the legs, when we are used to it hitting a bbox. If that is a feature, nice, though it does change gameplay (for the better ultimately).
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Re: DirectQ 1.9.0

Postby mh » Thu Feb 23, 2012 7:43 pm

...if only...

It's just most likely a case of the shambler stepping through a particle trail after the fact.
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Re: DirectQ 1.9.0

Postby frag.machine » Thu Feb 23, 2012 11:57 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: DirectQ 1.9.0

Postby ajay » Sat Mar 10, 2012 8:20 pm

MH: Is the 360 controller code back in?
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Re: DirectQ 1.9.0

Postby mh » Sat Mar 10, 2012 9:11 pm

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Re: DirectQ 1.9.0

Postby ajay » Sun Mar 18, 2012 7:38 pm

I think MH is 'real-life-ing' at the moment, but can anyone answer the following:
- how do you I use the cvars to enable the 360 controller?
- does DQ have a rain effect?
- does it have an FPS display?
- does fog need to be implemented in worldspawn settings in the map editor?
Thanks for your time.
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Re: DirectQ 1.9.0

Postby mh » Mon Mar 19, 2012 1:58 am

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Re: DirectQ 1.9.0

Postby ajay » Mon Mar 19, 2012 7:58 pm

Thank you.
I looked here: http://mhquake.blogspot.co.uk/p/directq-cvar-list.html coudln't find the cvars? Where else should I look?
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Re: DirectQ 1.9.0

Postby mh » Tue Mar 20, 2012 1:56 am

Type "xi" in the console, press TAB and it will give you them all. xi_usecontroller is the main one you want; if memory serves you can plug in your controller after DirectQ starts then set it to 0, then 1 again and it will try to detect the controller. Like I said though, this is very old code and not too well tested so don't rely on it right now. When I uncover my controller it will get better.
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Re: DirectQ 1.9.0

Postby ajay » Sat May 12, 2012 7:47 pm

In regards to rain: it falls like rain, but looks like eitehr snow or huge water droplets. I fell I may be doing something foolish.
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Re: DirectQ 1.9.0

Postby mh » Sat May 12, 2012 11:37 pm

The rain code just uses the standard particle system.
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