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InsideQC Forums • View topic - Direct 3D 9.0c Quake

Direct 3D 9.0c Quake

Discuss programming topics for the various GPL'd game engine sources.

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Postby Labman » Sat Sep 12, 2009 4:29 am

I just tried the 1.7.1 version, it's really starting to look polished. the customisable HUD is very cool.
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Postby Stroggos » Sun Sep 13, 2009 9:46 am

I will second that. But when 1.8 is released I'm gonna create a whole game with it!!!
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Postby xaGe » Thu Oct 22, 2009 3:36 am

..Having graphical issues after closing out DirectQ 1.7.3 The screen goes all neon pinky vomit..lol Its not something I can take a screen shot of because it looks normal when I try to printscreen. I'll take a shot with my camera in a minute and update this post...

Image

..If I run FTE or DP after this then quit the screen returns to normal.
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Postby mh » Thu Oct 22, 2009 5:43 pm

DirectQ isn't restoring your monitor gamma properly on exit. Have you a custom gamma ramp set on your monitor? It may also be a driver issue or a failure to do some error checking on my part. Can you confirm what hardware you're on so that I can check for any known bugs?
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Postby mh » Thu Oct 22, 2009 8:08 pm

I think I've resolved this one. DirectQ was doing funky stuff with gamma, basically using Direct3D functions to read gamma ramps but GDI functions to write gamma ramps. It worked so I saw no reason to change.

I've switched to pure GDI (Direct3D gamma writing sucks), and have also added a "vid_defaultmonitorgamma" command to revert your monitor gamma to a linear ramp if things go badly wrong. It's a "panic button", in other words.
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Postby Spike » Thu Oct 22, 2009 8:30 pm

the GDI one sucks in that it only supports a limited range of values, and locks up for a second or so whenever its changed.

I had hoped the d3d one didn't do that...
.
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Postby xaGe » Fri Oct 23, 2009 5:45 am

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Postby mh » Fri Oct 23, 2009 8:32 am

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Postby c0burn » Thu Oct 29, 2009 6:51 pm

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Postby mh » Thu Oct 29, 2009 8:43 pm

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Postby frag.machine » Fri Oct 30, 2009 2:13 am

Call me an heretic if you want, but I never felt any real need for CSQC in any mod experiment I ever implemented/imagined. I mean, most features we see in CSQC actually could (and should) be implemented with some kind of markup language, which means great advantage to modding teams where programming resources are not always available(or, at least, not with the required skills). That said, I am NOT BASHING Spike's (and others) efforts; I reckon there's a lot of cool features in CSQC right now. BUT they are not EASY to use. And all this effort may end up meaning nothing more than a curiosity, a lonely programmer experiment to the average joe if a) there's no good documentation and standards ensuring to the modder his works stills behaving as expected across engines; and b) it requires non trivial programming skills to do relatively simple things like creating menus, an in-game mouse cursor or using alias/BSP models in a HUD.
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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Postby Spike » Fri Oct 30, 2009 4:34 am

Logically, there are two sorts of CSQC mod.
Hud-only (perhaps including in-game menus), and full mods.

Hud only mods need stats builtins, and 2d drawing builtins. String manipulation builtins are a real bonus. Anything else isn't strictly required for them. The 3d builtins can be nooped safely enough tbh.
Avirox has a TF mod using such a csqc progs. If the client supports csqc, they get slightly richer menus and an extended hud. If the client doesn't support it, then they don't get any of that.
Extra info is sent via stats, the csqc doesn't need to do anything about any entities at all. Just pure reading stats and drawing 2d stuff.
With the basic example code that was on the wiki ages ago you get one QC file which is basically a black box. Which calls into the hud code to draw some stuff.

The other sort is more complete, with full ent/scene/property/spawning/traces/etc. There is muuuch more work needed here to get everything working.
The black box that was present in the other sort of csqc mod is opened up, and the modder can start using the draw functions to add entities to the 3d scene.

But yeah, an engine could potentially add partial support and treat the builtins that form the black-box part as a no-op. The mods could use custom huds to provide custom bits and bobs which would not always be dependant upon (even partial) csqc support itself.
But yeah, a partial csqc implementation can still be useful, which would not involve breaking apart the renderer at all. Full and complete support would require that, however, but most mods would never need it, tbh.

You can find an example of models-on-hud in FTE's svn at trunk/quakec/csqctest, as part of my attempt to make a q3 hud.

Even the sample implementation is not complete. :/
.
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Postby mh » Sun Jan 10, 2010 9:54 pm

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Postby Chip » Sun Jan 10, 2010 11:29 pm





Fear not the dark, but what the dark hides.
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Postby Monster » Fri Feb 12, 2010 1:36 am

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