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  • #16
    scr_centerlog should be set to 0 by deafult, as when ppl like myself download it, it takes DAYS to figure it out since there is no (also needed plz) command list for the engine.
    That's one of those features where if you ask 2 different people you'll get 2 different answers. I don't know what the right thing to do here is...
    it takes DAYS to figure it out since there is no (also needed plz) command list for the engine
    cmdlist in the console will give you it. You can also specify a file name to dump it to. There's also a cvarlist and - I believe - even a cvarcmdlist. Of course you need cmdlist to know this, but...

    I haven't done any DirectQ work in maybe a month or so now; RMQ is taking my priority time right now. But I still do intend to release the next version (which includes iplog) as soon as I'm happy with it.
    IT LIVES! http://directq.blogspot.com/

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    • #17
      I'd say it makes sense to make scr_centerlog default to ON when in single-player mode and OFF when in multi-player mode (basically the inverse value of the deathmatch setting).

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      • #18
        You can't change a default like that though as it's set when the cvar is initialised, which happens before any code is run. We haven't started a map, we haven't started a game, we haven't started the Necropolis demo, we haven't even loaded config.cfg at that point in time.

        Otherwise it's thinking along the right lines, as obviously there are different requirements for centerprints in MP vs SP (especially in MP games which use centerprints for menus).
        IT LIVES! http://directq.blogspot.com/

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        • #19
          Nice Work!

          First off very nice work on DirectQ MH, I'm currently the owner of a fried NV card and have had to resort to some retro-gaming using the old on board intergrated video on my 'putor. I actually went for months thinking I had NO PC and no $$$ to fix it then I noticed that Vid out port on the back.. never been used! Turns out it's a 32 Mb SIS Chip set, and yet I actually found a very basic OpenGL driver for it and got Jdoom to run fairly well.
          After years away from any kind of mapping/modding I did a huge level for Doomsday and touched up some old ones from 95'.. which got me to thinking about Quake! I was fairly sure some folk were still out there working with it too. Sadly I can't find any of my Quake stuff besides the Id discs..
          my editors,textures,maps.. all gone! <sniff>
          This of course led me here after a "Best Quake Port" google search where I read Baker & MH reviewing the pros & cons of different clients. MH had a link in his sig for DirectQ so I grabbed it first. Wow! very nice graphics, runs smooth, no bugs I've seen yet, compared to WinQuake and GLquake there's NO contest! Oh.. and thanks for the Tip on your Web Site on using DosBox to
          do a clean install of Quake I use the "Defend" front-end for DosBox & edit the config file then rem'd that lines out when I was done, worked great!
          Keep up the good work!

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          • #20
            Any news on a new DirectQ release with the timer display and iplog?

            Also, if DirectQ uses DirectX, is it possible to get real sound positioning if we're on a 5.1 system?

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            • #21
              I just saw there's a new client on the DirectQ website.

              I was running a build from aug 9'th 2010. Trying the RC2 build I instantly notice my mouse seems way more accelerated than before. I also notice that all the gfx are dark.

              If I drop my old directq.exe back in everything works fine just as it did before.

              Also, with RC2 I can't connect to quake.crmod.com
              I get something like mod_pointinleaf bad model error.

              Upgrading from my old ver to 1.8.666b is darker, but the mouse still works the same.
              Last edited by Magnus; 03-11-2011, 06:29 PM.

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              • #22
                I'm using RC1 and it connects to CRMOD just fine!

                Things directQ is lacking : major console issue's. Lack of ability to warp and status/identify commands seem to be missing.
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #23
                  I'm not really understanding the darker thing. Gamma handling did change, but it was a long long time ago (1.8.1? 2? 3? roundabout then; a year or so back) and there should be no difference between the 1.8.6 and the 1.8.7 versions.

                  There is a bug in 1.8.7 RC2 where you can't connect and get the error you gave if r_waterwarp is 1; change it to 2 and you will be able to connect (you can change it back to 1 afterwards). This is described here: mhquake: DirectQ Update - 9th March 2011. It will be fixed in the next one.

                  Also, the input code has completely changed between versions so you may want to tweak the value of sensitivity.
                  IT LIVES! http://directq.blogspot.com/

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                  • #24
                    Originally posted by Mindf!3ldzX View Post
                    I'm using RC1 and it connects to CRMOD just fine!

                    Things directQ is lacking : major console issue's. Lack of ability to warp and status/identify commands seem to be missing.
                    That last one will be fixed in the next release (next week? Maybe!)

                    Lack of ability to warp? I don't understand.
                    IT LIVES! http://directq.blogspot.com/

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                    • #25
                      I think DirectQ is missing some autoset features, like I had to manually turn on teamstats and timer during a CTF game.

                      I just tried the warp command in the console at these servers ,,,,,

                      speaknow (CAx mod) , warp function works properly
                      Zero (CRCTF mod), warp function is always broken. Don't know why,it just doesn't work.... Your supposed to be able to type warp in console
                      then pick a category (1 is episode 1,2 is episode 2,etc etc)

                      the category's never show up, maybe it's relating to some variable that isn't automatically set? DirectQ could use some features auto turned on and im sure that would fix a lot of minor issue's.
                      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                      • #26
                        cant ping either!
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                        • #27
                          1.8.666a is the ver I run now.

                          1.8.666b is darker but same mouse.
                          1.8.7 RC2 is darker and over sensitive mouse.

                          I can fix the mouse sens, but what about the darkness? Should I just raise the gamma?

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                          • #28
                            Originally posted by Mindf!3ldzX View Post
                            I think DirectQ is missing some autoset features, like I had to manually turn on teamstats and timer during a CTF game.

                            I just tried the warp command in the console at these servers ,,,,,

                            speaknow (CAx mod) , warp function works properly
                            Zero (CRCTF mod), warp function is always broken. Don't know why,it just doesn't work.... Your supposed to be able to type warp in console
                            then pick a category (1 is episode 1,2 is episode 2,etc etc)

                            the category's never show up, maybe it's relating to some variable that isn't automatically set? DirectQ could use some features auto turned on and im sure that would fix a lot of minor issue's.
                            OK, I get it. That's a bug in the current codebase, and will be fixed in the next one. Any command that needs to take a round-trip to the server is basically broken.

                            I don't like the idea of automatically turning on stuff that wasn't in ID Quake. Feature A that someone wants automatically on might be something that another person doesn't want automatically on, and in situations like that I always err on the side of doing what ID Quake did. At least that way it's predictable for everyone. Gotta remember that DirectQ is a singleplayer client too.

                            Originally posted by Magnus View Post
                            1.8.666a is the ver I run now.

                            1.8.666b is darker but same mouse.
                            1.8.7 RC2 is darker and over sensitive mouse.

                            I can fix the mouse sens, but what about the darkness? Should I just raise the gamma?
                            Yup, just change the gamma. I think it was roundabout then that I reverted gamma handling back to the same way almost every other engine does it.
                            IT LIVES! http://directq.blogspot.com/

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                            • #29
                              Originally posted by Mindf!3ldzX View Post
                              I think DirectQ is missing some autoset features, like I had to manually turn on teamstats and timer during a CTF game.

                              I just tried the warp command in the console at these servers ,,,,,

                              speaknow (CAx mod) , warp function works properly
                              Zero (CRCTF mod), warp function is always broken. Don't know why,it just doesn't work.... Your supposed to be able to type warp in console
                              then pick a category (1 is episode 1,2 is episode 2,etc etc)

                              the category's never show up, maybe it's relating to some variable that isn't automatically set? DirectQ could use some features auto turned on and im sure that would fix a lot of minor issue's.

                              Mindz,

                              The warp command is an alias command not a client command.
                              This means its provided by the mod, not DirectQ.
                              CAx uses a different impulse # than CRCTF for the command warp. So does CRMOD.
                              If you connect from CAx to a CRMOD server you wont get CRMOD commands sent to you and vice versa.
                              There is one "trigger" alias named IGNORETHIS. That alias command is something like "ignorethis impulse 234".
                              When you connect the server stuffs the command "ignorethis" to your console.
                              If you have this alias your client responds back to the server "impulse 234", otherwise nothing.
                              At which point the server decides if you dont have the "ignorethis" alias you need the binds.
                              The simplest way to fix this is just type alias ignorethis "" before you connect from a CAx to CRMOD to CRCTF servers.
                              Of course you could also just exit and reload quake too.

                              In the future my mods will just stuff alias commands to connecting clients, regardless...
                              Last edited by R00k; 03-12-2011, 11:54 AM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                              • #30
                                Thanks Rook!! Round trip command would be like ping ? because that function I have issues with. It's listed in cmd list and I even see ping's showing up via scoreboard but can't ping in console. DirectQ is giving me everything in terms of performance for my hardware configuration!!! (what I wouldn't give for a DirectX flavor'd Qrack!!)

                                Another note, I have set Vsync to always OFF in CCC , but when I start DirectQ I have to go into video options (it is always showing Vsync OFF in menu) , turn Vsync ON, apply, turn Vsync OFF, apply again. Now Vsync is off truely, and not capped at 75fps. I'm using CCC 10.11, driver pkg ver 8.791
                                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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