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  • Engine X: 4.59 Beta

    Download: Engine X 4.59 - 39 MB (Source)





    If you have the previous Engine X, delete the quake\enginex folder.

    New features in this build:

    1. Entirely scrapped old replacement texture system. New system = 100% DarkPlaces compatible. If you wanted to, you could move the enginex folder pak files to id1 and use them with DarkPlaces.

    2. Crosshair image size is constant regardless of resolution or console width. There is no reason for crosshair sizes to vary based on resolution.

    3. The external textures in Engine X no longer affect custom maps. All textures meant for original Quake maps are in a textures\exmy folder that only affects the original Quake maps --- so custom maps don't get weirded up with high resolution textures here but not there.

    Bugs: Yes. Dead bodies still aren't colored. Little things here and there if you look hard. The quit menu isn't centered at the moment. It's beta. I know the issues.

    DX8 build: It works. Mostly. To the extent it has any issues, they are all issues with the engine and not MH's dx8 wrapper. I don't recommend the use of the dx8 build until I rework the view blends to not use hardware gamma.

    All the above said, there will be countless updates of both this engine and ProQuake over the next several months. More than you would think; deeper and larger changes than you would think.

    It's time to go "all in"; that's where this is going. You'll see ...

    [A large part of the credit for this goes to the inspiration MH gave me earlier in the year. For all the 52 updates of ProQuake this year, the truth is that before those there were only 5 updates of ProQuake in the prior 2.2 years. Sometimes motivation is more important than anything else, and it isn't always easy to look at a huge list of things that are all hard to solve and think you can make a dent. But when you are inspired, you don't care -- you know the huge list of things is gonna get owned.]

    Target for final version after countless revisions = December 2010.
    Last edited by Baker; 09-07-2010, 07:42 AM.
    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 ...

  • #2
    Haha, maps still won't work for me. Also, it appears as though you have the "Join Game" and "New Game" fuctions under Multiplayer backwards.

    I don't know why, but the maps work fine if I'm just playing back demos. Otherwise I can't actually play any maps or I'll just get the map not found error.
    Last edited by Wolv; 09-07-2010, 05:19 PM.

    Comment


    • #3
      When you get the "not found" error, what map does it tell you it can't find? It seems really odd that you're getting this as I've tested it on a vanilla Q1 install and it worked perfectly for me.

      Edit: the fact that you've commented on the multiplayer menu order suggests to me that you've set it up wrong and are not loading the extra EngineX content. EngineX has 4 items in it's MP menu and if you've got the extra content you should be seeing all 4. If you're only seeing 3 then my theory is correct and you owe me a large cold beer or two.

      Last edited by MH; 09-07-2010, 06:11 PM.
      IT LIVES! http://directq.blogspot.com/

      Comment


      • #4
        Anything and everything I try.

        I'll put a fresh install of Quake on a different drive and see if it works there.

        Comment


        • #5
          Yeah, but what name does it tell you? The message isn't just "map not found", it tells you the name it tried to load as well. This can be useful information than can help figure out what's going on.
          IT LIVES! http://directq.blogspot.com/

          Comment


          • #6
            Originally posted by mhquake View Post
            Edit: the fact that you've commented on the multiplayer menu order suggests to me that you've set it up wrong and are not loading the extra EngineX content. EngineX has 4 items in it's MP menu and if you've got the extra content you should be seeing all 4. If you're only seeing 3 then my theory is correct and you owe me a large cold beer or two.

            No, I only tried going to the multiplayer menu because maybe it would load the map if I started up a multiplayer game instead of single player/map "dm3" in the console.

            There's also a bunch of "ghost" options in all of the video/graphics menus.

            I should note that I'm using the dX8 version.

            Originally posted by mhquake View Post
            Yeah, but what name does it tell you? The message isn't just "map not found", it tells you the name it tried to load as well. This can be useful information than can help figure out what's going on.


            Then it proceeds to crash and gives me a (different every time) error about failing to load various gfx.


            HOWEVER, it does work with a fresh install. I have no idea what I did that could be causing it to crash in my version. Maybe it's all of my hax.

            Comment


            • #7
              The only reason I can think of is that you've somehow converted your PAK contents to uppercase or mixed case (or else have caps lock down): the Quake file system is case-sensitive.
              IT LIVES! http://directq.blogspot.com/

              Comment


              • #8
                They're in uppercase. But the fresh install also has uppercase pak files, which work fine.

                Comment


                • #9
                  Not the file names but the names of the files in the PAKs. As in your PAK0.PAK contains a map called "START.BSP" (or "Start.BSP", or "Start.Bsp", etc), not "start.bsp" (which is what it should be). Download PAK Explorer from Quaddicted, open them and have a look.
                  IT LIVES! http://directq.blogspot.com/

                  Comment


                  • #10
                    Oh. Yeah, I haven't touched the maps in the paks. They're as they were when I installed them. I did edit the rc file though, but I wouldn't think that would have any effect on the maps. I'll revert to the original and see if that does anything.

                    Edit;

                    Nope. Nothin'.

                    Again, I should point out that the maps work fine when I'm playing back demos. They just don't work when I try to play them.

                    Comment


                    • #11
                      Works very well on my computer, I like the extra content too.
                      When I look at the textures I dont like the grainy effect, but when I'm just playing and not scrutinizing, the extra content really brings out the atmosphere
                      Gnounc's Project Graveyard Gnounc's git repo

                      Comment


                      • #12
                        Works like a charm.

                        Comment


                        • #13
                          Originally posted by Baker View Post
                          Download: Engine X 4.59 - 39 MB (Source)





                          If you have the previous Engine X, delete the quake\enginex folder.

                          New features in this build:

                          1. Entirely scrapped old replacement texture system. New system = 100% DarkPlaces compatible. If you wanted to, you could move the enginex folder pak files to id1 and use them with DarkPlaces.

                          2. Crosshair image size is constant regardless of resolution or console width. There is no reason for crosshair sizes to vary based on resolution.

                          3. The external textures in Engine X no longer affect custom maps. All textures meant for original Quake maps are in a textures\exmy folder that only affects the original Quake maps --- so custom maps don't get weirded up with high resolution textures here but not there.

                          Bugs: Yes. Dead bodies still aren't colored. Little things here and there if you look hard. The quit menu isn't centered at the moment. It's beta. I know the issues.

                          DX8 build: It works. Mostly. To the extent it has any issues, they are all issues with the engine and not MH's dx8 wrapper. I don't recommend the use of the dx8 build until I rework the view blends to not use hardware gamma.

                          All the above said, there will be countless updates of both this engine and ProQuake over the next several months. More than you would think; deeper and larger changes than you would think.

                          It's time to go "all in"; that's where this is going. You'll see ...

                          [A large part of the credit for this goes to the inspiration MH gave me earlier in the year. For all the 52 updates of ProQuake this year, the truth is that before those there were only 5 updates of ProQuake in the prior 2.2 years. Sometimes motivation is more important than anything else, and it isn't always easy to look at a huge list of things that are all hard to solve and think you can make a dent. But when you are inspired, you don't care -- you know the huge list of things is gonna get owned.]

                          Target for final version after countless revisions = December 2010.
                          Hey baker could you make some updates to Proquake focused on Deathmatch.
                          Anything to increase responsiveness, decrease ping, or make the match faster would be sweet. Efficiency measured on Grenades. Anything else you could think of that would be a sweet renovation to deathmatch would be cool too! Damage given/taken per player. I guess it would require an update to the crmod server as well. Client protection, cheat-free stuff, anti-kimp solutions, show system fps, hardware, pak files, etc...

                          btw, I wanted to say thank you for these updates, and one thing I enjoyed in particular, although it may be irrelevant or minuscule...

                          In coop, now when im colored 14 or 15 and it goes to next map, i keep that color instead of reverting to blue. I think that change happened somewhere around proquake 3.36-ish. Thanks!
                          Originally posted by Magnus
                          Apology accepted.

                          Comment


                          • #14
                            Oh and thank you for having moveleft and moveright directly under moveback instead of turnleft and turnright. Thats the first time I've seen that and I'ts always bothered me.
                            Gnounc's Project Graveyard Gnounc's git repo

                            Comment


                            • #15
                              I tried it and had no problems so far. I can pick a map from the list, press ENTER and it loads it.
                              Last edited by dfsp_spirit; 09-08-2010, 04:59 AM.
                              dfsp*spirit
                              my FPS maps

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