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Thanks, so far I havent found many issue's to crop up in multiplayer usage in DirectQ RC1,and that alias ignorethis "" fixed the broken console mod commands like Warp,Voting and such. Thanks rook!!
Yes the FPS seems a bit erradic when I chose a certain FPS cap (random fps performance is obtained vs what you choose)
DirectQ is extreeeeemely fluid and responsive on my dragon platform amd gaming hdpc!!!! I'm really hoping to see a Qrack fully-maintained version of DirectQ *hint hint r00k*
Last edited by Mindf!3ldzX; 03-12-2011, 08:40 PM.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Note on vsync. When initializing Direct3D you have to specify if you want vsync enabled or disabled. There is no "don't care" or "use whatever the current setting is" or "let the video card control panel decide" option.
DirectQ's default for it's vid_vsync cvar is off (value 0), and it's stored in your config.cfg file. It can't detect what setting you've got in your CCC (catalyst control center?) so it just uses it's own setting instead.
There is probably a driver difference in whether or not OpenGL and D3D respect the CCC setting. Something similar also applies to NVIDIA where the manufacturers adivce is to use their control panel for OpenGL but don't use it for D3D.
So anyway, I think I have a possible workaround for this one coming. Stay tuned.IT LIVES! http://directq.blogspot.com/
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Cool! I don't know if it is client related, but I'm guilty of alt-tabbing mid-game (Who doesn't?haha!) and I've noticed that connections are dropped if I'm alt tabbed longer than 5-10 seconds or so.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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It's possible with WinQuake too as WinQuake also uses DirectSound. But it would require a complete rewrite of Quake's sound mixer.IT LIVES! http://directq.blogspot.com/
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Doppler would be nice enough on it's own.
Yeah, the sound code in Quake is a disgrace and there's plenty of opportunity for enhancing it. Hmmm, I was looking for something special to do for 1.9 ... no promises, but definitely......
[ame=http://www.youtube.com/watch?v=_IHAZeqwQvA]YouTube - Rowan and Martins Laugh-In very interesting.flv[/ame]IT LIVES! http://directq.blogspot.com/
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Ok, I'm running RC3 now.
1.8.666a -> RC3
Gamma from 1 to .6
Sensitivity from 5 to 2.5
But now I also have the vsync issue like Mindz.
in .666a vsync was off. In RC3 I see the FPS locked at 71 even though my in-game option is off. Exact config worked before in .666a.
ATI 5870 card with latest CCC drivers.
Ok, it only seems to lock vsync in single player mode. Connecting to servers its unlocked again.
One thing I notice right away is when I hit tab to see the scores on a server, I'm spammed with server info on the top right of the screen. Will make it difficult to read teammates locs, etc.. Can I disable this?
I also notice that none of my locs, armor/health binds work anymore.. That is def a deal breaker for this version.
The q/p/r timers look nice, but any chance you can add current round time like proquake so we can see when we actually picked up those items. CRMOD does have timer built in, but its not as responsive as a client side method.
Lastly, is there a way we can make the fade timer for text slower? I like seeing teammate loc info etc..Last edited by Magnus; 03-21-2011, 12:54 PM.
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one missing key feature I came across after being coerced to fight in water on dm3, is that the DirectQ needs something like pq_moveup 1 , which when enabled, your +jump button also served as +swimup while in water, so there was no need for a jump button and a swimup button. Its like they had baby and multiplayer fighting in/out of water easier,and it's a requirment for RJing off of walls/pillars in Dm3 water section.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Done.
And the next release will have a nifty "ProQuake Options" submenu off the options menu too.
Say "thank you".IT LIVES! http://directq.blogspot.com/
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Originally posted by Magnus View PostOk, I'm running RC3 now.
1.8.666a -> RC3
Gamma from 1 to .6
Sensitivity from 5 to 2.5
But now I also have the vsync issue like Mindz.
in .666a vsync was off. In RC3 I see the FPS locked at 71 even though my in-game option is off. Exact config worked before in .666a.
ATI 5870 card with latest CCC drivers.
Ok, it only seems to lock vsync in single player mode. Connecting to servers its unlocked again.
One thing I notice right away is when I hit tab to see the scores on a server, I'm spammed with server info on the top right of the screen. Will make it difficult to read teammates locs, etc.. Can I disable this?
I also notice that none of my locs, armor/health binds work anymore.. That is def a deal breaker for this version.
The q/p/r timers look nice, but any chance you can add current round time like proquake so we can see when we actually picked up those items. CRMOD does have timer built in, but its not as responsive as a client side method.
Lastly, is there a way we can make the fade timer for text slower? I like seeing teammate loc info etc..
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Sorry Magnus, my reply post pushed the post to a new page section and he may have missed it
Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by Magnus View PostOk, I'm running RC3 now.
1.8.666a -> RC3
Gamma from 1 to .6
Sensitivity from 5 to 2.5
But now I also have the vsync issue like Mindz.
in .666a vsync was off. In RC3 I see the FPS locked at 71 even though my in-game option is off. Exact config worked before in .666a.
ATI 5870 card with latest CCC drivers.
Ok, it only seems to lock vsync in single player mode. Connecting to servers its unlocked again.
One thing I notice right away is when I hit tab to see the scores on a server, I'm spammed with server info on the top right of the screen. Will make it difficult to read teammates locs, etc.. Can I disable this?
I also notice that none of my locs, armor/health binds work anymore.. That is def a deal breaker for this version.
The q/p/r timers look nice, but any chance you can add current round time like proquake so we can see when we actually picked up those items. CRMOD does have timer built in, but its not as responsive as a client side method.
Lastly, is there a way we can make the fade timer for text slower? I like seeing teammate loc info etc..
OK, here's the way things are.
RC3 locks framerates to 72 for single player games. This is because physics go wacky if you run at higher than 72 FPS. There are plenty of threads here about people having problems on lifts and slopes, and the solution has always been to set your maxfps cvar back to 72.
Sometimes it can even kill you.
There was even one of these on func_ today: http://www.celephais.net/board/view_...0306&start=503
This only affects single player games because the server is running locally, and physics run on the server.
I wish that here was an easy solution for this that made everybody happy, but there isn't. My preferred approach here is "when in doubt err on the side of what ID Quake did". Also, if you're just going to be told to set your maxfps back to 72 anyway, I prefer to prevent the problem from happening in the first place.
DirectQ by the way shows 71 instead of 72 because of it's timer. 72 doesn;t divide evenly into 1000 (number of milliseconds in a second) so something has to give way. One of the reasons why Quake II changed it's default framerate to 83⅓.
I'm aware of the hitting TAB issue and it's connected with ProQuake messaging (ProQuake does this too, but it just doesn't print it). I hope to have this fixed in the next one.
I'll fix the binds as well.
I'm looking at expanding DirectQ's usage of ProQuake messaging for some of the other stuff you mentioned, but it's fair to warn you that the code used for this is a FUCKING mess so I'm treading very carefully indeed with it. Small incremental changes is the right way to go.
con_notifytime should change the time that messages stay for.IT LIVES! http://directq.blogspot.com/
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