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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 Monster » Mon Dec 22, 2008 5:53 pm

Any chance on testing it on a 9800gx2 ? :O No clue why i'm having that weird problem, I have latest video card and DirectX drivers. Maybe my card is TOO new for direct3d...
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Postby mh » Mon Dec 22, 2008 9:35 pm

OK, hopefully I'm going to have a solution in the next release... lots of crossing of fingers here.

I've suspected for a long time that DirectX was doing a lot of multithreaded stuff behind the scenes, despite being told at startup time NOT to; and given that a Direct3D 10 card is a multithreaded GPU, I also suspect that something weird, wonderful and undocumented (or obscurely documented) is happening here, even with Direct3D 9.

The next release should resolve all of that. Unfortunately I've short arms and deep pockets when it comes to graphics cards, so I can't personally test it.

I have however created an "Emergency Refresh 2" package, which contains the relevant updates. Grateful if those who have been having issues could check it out:

http://sourceforge.net/projects/direct3dquake/
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Postby MeTcHsteekle » Mon Dec 22, 2008 11:01 pm

bah
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Postby revelator » Tue Dec 23, 2008 8:55 am

8800gtx nvidia 768 mb ram no problems ;)

had to install latest directx but that was about it
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Postby mh » Tue Dec 23, 2008 4:38 pm

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Postby =peg= » Tue Dec 23, 2008 5:58 pm

Hmm yeah..

Today i tried on this crappy old p3 1ghz with 256mb ram and a Nvida Geforce2

All versions (1.0 1.1 1.1patch1 1.1patch2) started in 1600x1200 res wich made the pc reboot as soon as the renderer was started.. which is kinda evil!

But all worked fine on 1.1patch1 and 1.1patch2 in 640x480 res
(i ripped the quake.rc and demo's from pak0.pak and started with -width 400 -height 300 -bpp 32 to prevent the reboot)

I did notice some z-fighting however on e1m1 (the elevator to the secret quad), using fov 130.
It only happened when i was moving and i think its only the overlapping lightmaps.. (see below)

The lava textures on brushmodels work fine! (see below)

Oh and it was good to see that the gun-in-hand renders as it should on fov 130 (r_drawviewmodel 1), contrary to most gl-based engines!


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Postby mh » Tue Dec 23, 2008 11:11 pm

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Postby Tomaz » Wed Dec 24, 2008 9:24 pm

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Postby mh » Wed Dec 24, 2008 10:19 pm

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Postby metlslime » Sun Dec 28, 2008 6:09 am

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Postby mh » Sun Dec 28, 2008 12:40 pm

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Postby mh » Mon Dec 29, 2008 9:49 pm

1.2 is out. :D

http://mhquake.blogspot.com/2008/12/12-released.html

A lot of new stuff in this, so expect some bugs. :wink: :?
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Postby kempie » Mon Dec 29, 2008 10:36 pm

I'm using a GF6800 - wateralpha doesn't seem to work properly (only on teleporter surfaces rather than water). Some HOM type artefacts on thin vertical surfaces (check apertures to water below in floor of easy hall in start map). Image quality otherwise is superb and speed has jumped another 20 - 40 frames at 1920x1200. Menu is very slick- nothing fancy but very functional

Also, the lightning beam is not rendered at all for either lightning gun or Shambler. Still have the muzzle lightning but not the long beam

Just superb!

Cheers, kempie
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Postby mh » Tue Dec 30, 2008 12:25 am

Okeydoke, I'll check that one out.

I also broke mapshots right at the very end while cleaning up the viewport code, so for now, and until 1.3 is out, a mapshot will be of a small square region at the top left of your screen. :mrgreen: :oops:
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Postby MeTcHsteekle » Tue Dec 30, 2008 2:37 am

hehe i tried taking a screen shot of the swirly sky thing you have and it crashed almost instantly, but no big deal[unless i want DQ screen shots of map n mods :o]

also i noticed you fixed the map change thing yay :D. and that the scoreboard has colors yay :D
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