Announcement

Collapse
No announcement yet.

DirectQ A thanks and one bug

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Originally posted by mhquake View Post
    The sky thing looks like an FOV > 90 bug to me. What map is that? I can test, try to reproduce, and fix if possible.
    That map was Brownie by I think Turtle?. I just tried it again and reset fov to 90 to see if it helped....


    Originally posted by mhquake View Post
    I remember we went the rounds with the textures thing before, and if memory serves you do have more than 2 TMUs on your card and I couldn't reproduce it at the time. In theory it shouldn't even happen as these surfaces use the same blend modes as alias models, and - as you can see - everything works fine on alias models (torches and the gun models in your screenshot).

    Still can't reproduce this one; everything works fine in all my testing.

    Questions:
    • What version of DirectQ are you using? If it's not 1.8.1 I advise you to upgrade, as it might be fixed in that.
    • I also recall that we discussed your 3D card, but could you remind me of what it is?
    • Likewise drivers and DirectX version.
    • You shouldn't need to install the Visual C++ 2008 runtimes, but I've heard that doing so has fixed other issues for other people, so it might be worth a try. Clicky.

    1. You very kindly did a special release for me and it's saying it's 1.7.666c. My bad, I wasn't aware you had upgraded further and I'll dl the latest version and test ASAP.
    2. No giggling but it's an Nvidia Gforce4 MX 440. Ok now you can laugh.
    3. DirectX is reporting as "DirectX9 or better" and the driver versions seemed to all 6.14.10.4523
    4. I'd already taken your generous advise and installed the VC++ runtimes.


    As I say it's not a showstopper but as a developer it is interesting to see the different results that can be manifested by the same work in different environments.

    Thanks anyway

    Kr's

    Monty
    Mr.Burns
    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
    Servers: Quake.shmack.net, damage.servequake.com

    News: JCR's excellent ctsj_jcr map is being ported to OOT

    Comment


    • #17
      Originally posted by Mr.Burns View Post
      1. You very kindly did a special release for me and it's saying it's 1.7.666c. My bad, I wasn't aware you had upgraded further and I'll dl the latest version and test ASAP.

      DirectQ 1.8.1 just reported "You need a device with at least 3 TMUS to run DirectQ" and refused to start. I guess I'm stuffed with some form of hardware upgrade. hehe. oh well.

      Understandably I have, for the moment at least, reverted back to the earlier version. I'm even starting to get used to it. It's like going back to a shag pad in the 1980's where most of the decor was black. I'm half expecting Sir Henry to step out sporting his Crocket and Tubs big hair and smoking jacket with the sleeves rolled up

      Aerowalk..


      Hope this helps

      Monty
      Last edited by Mr.Burns; 02-10-2010, 04:56 PM.
      Mr.Burns
      "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
      WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
      Servers: Quake.shmack.net, damage.servequake.com

      News: JCR's excellent ctsj_jcr map is being ported to OOT

      Comment


      • #18
        Is that the "Sir Henry" I think it is? "An impecunious jungle bunny"?

        Anyway, I think we've gotten the cause of your problem here. 1.8.1 is a little more stringent in it's requirements for now unfortunately, as I needed to separate hardware issues from engine issues. I'm hoping to row back on that as releases evolve, but sadly right now DirectQ needs 3 texture units, and rolling back from that would be quite non-trivial in the current code base.

        I have brownie and have tested it a few times, so I'll double-check the sky.
        IT LIVES! http://directq.blogspot.com/

        Comment


        • #19
          way to have all the textures with full-brights and rendered Fulbright turn black Monty, it's either your fault or jer's =+=

          Comment


          • #20
            i had vsync issue with proquake then directq just semmed fine but i cant set up the mouse buttons correctly
            just dont respont to the 3 buttons (mwheelup and mwheeldown is working anyway but the buttons..)
            how to solve this?
            another d3d port?

            Comment


            • #21
              This is a known bug and will be fixed in the next release. For now though you'll need to either edit your config manually or set up your mouse in a different engine.
              IT LIVES! http://directq.blogspot.com/

              Comment


              • #22
                thx manual confg works
                finally a good port

                i noticed if i get out of water and away from it then transparency is gone.
                then as i getting back to it its just the same opacity as in the original quake till i get into it again.
                after dive again then becomes transparent and remains that until i dont go some meteres away and so on
                Last edited by deto; 03-06-2010, 01:34 PM.

                Comment


                • #23
                  The map you're using isn't vissed for translucent water and you have r_wateralpha less than 1.
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #24
                    Originally posted by mhquake View Post
                    The map you're using isn't vissed for translucent water and you have r_wateralpha less than 1.
                    I saw a tutorial once that I think might help you with your engine.

                    I think it was called automatic water transparency but I can't seem to recall who wrote the tutorial

                    For some reason, I'm thinking that guy wrote most of the DirectQ code, though.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #25
                      Originally posted by Baker View Post
                      I saw a tutorial once that I think might help you with your engine.

                      I think it was called automatic water transparency but I can't seem to recall who wrote the tutorial

                      For some reason, I'm thinking that guy wrote most of the DirectQ code, though.
                      IT LIVES! http://directq.blogspot.com/

                      Comment


                      • #26
                        Hey MH, just registered so I could express my gratitude.

                        We've been playing Quake in a LAN setting since release day and recently with the advent of Windows 7 have been having issues with some machines (mine included) not running the old GLQuake engine properly any more. I've tried a bunch of alternates, but DirectQ is seemingly the smoothest of the lot.

                        Hats off to you squire, your work will keep Quake in LAN rotation down here for a good while yet. Cheers!

                        Comment

                        Working...
                        X