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  • #16
    Some issues:
    Mouse movement was jerky, and sensitivity was off. Kinda felt like I was using a wireless mouse with bad reception. Perhaps my mouse has something to do with it... it's not a standard mouse: Gigabyte GM-M8000, running at 3200DPI, 1000Hz polling rate.

    Menu navigation was quirky. I was messing around in the general options menu, and when I tried to switch ambient sound on, nothing happened. I scrolled down some more and the cursor moved to some option that didn't exist, sort of like a secret option you might find in an old RPG type video game. Depending on what option I was on, switching on/off would hide/display my FPS... as if I were still in the advanced video section.
    e|------------------------0---------------
    B|---------------0^1----------------1----
    G|---------------2------2------0^2-------
    D|---------------2-------2--2-------------
    A|---------------0------------------------
    E|----------------------------------------

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    • #17
      I am getting a map/pak related problem as well.

      I start up, the demo plays fine in the background.

      When I try and start a single player game, it says:

      ORIGINAL MAP
      HOST_ERROR: COM_MODELCRC: COULD NOT LOAD MAPS/START.BSP

      At that point when I go to the menu, and go to Quit, it dies and a popup titled Quake Error says "Draw_CachePic: failed to load gfx/box_tl.lmp"

      Also, the Maps menu lists the maps in the pak, but after it fails it doesn't see them anymore.

      Basically it seems to see the pack, work, then when you try and load a map it loses the pak.

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      • #18
        Originally posted by TheMachine View Post
        I am getting a map/pak related problem as well.

        I start up, the demo plays fine in the background.

        When I try and start a single player game, it says:

        ORIGINAL MAP
        HOST_ERROR: COM_MODELCRC: COULD NOT LOAD MAPS/START.BSP

        At that point when I go to the menu, and go to Quit, it dies and a popup titled Quake Error says "Draw_CachePic: failed to load gfx/box_tl.lmp"

        Also, the Maps menu lists the maps in the pak, but after it fails it doesn't see them anymore.

        Basically it seems to see the pack, work, then when you try and load a map it loses the pak.
        It is probably trying to utilize qsecurity.dll in your Quake folder. I'll make the next version not read it.
        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 ...

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        • #19
          Hah, and you fools told me I installed it wrong.

          I got rid of the qsecurity.dll and it works now. Sweet.

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          • #20
            Some of these issues here and there I expected, but I will be rapidly resolving them.

            I should have 3 solid non-stop coding nights this week. I should be able to resolve about everything mentioned and add one or 2 forward-thinking features this week.
            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


            • #21
              It really is so nice to Quake projects gain momentum like this. Keep up the good work.

              Another small 2 part minor oddity I noticed whilst testing this engine out tonight; Whilst playing on Bigfoot on a custom map I wanted to do a RJ on to a high ledge.
              Part 1 - whilst looking straight down before firing the Rocket the screen "wobbled" or trembled. The same thing happened whilst doing the same just standing looking right down in a corner.

              Part 2 - After the rocket fired on the RJ the screen twitched in a very [what I can only describe as a..] bot like fashion totally disorientating me. I'm a keen user of RJ's in play so this could be a bit of snag for me at least.

              Hope this helps

              Monty
              Last edited by Mr.Burns; 09-20-2010, 04:43 PM.
              Mr.Burns
              "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
              WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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              News: JCR's excellent ctsj_jcr map is being ported to OOT

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              • #22
                I know,in other clients that support it, that cl_fullpitch 1 , whilst enabled will cause your mouse to do inappropriate things,and RJ'ing is effecteddramatically
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #23
                  If the server doesnt have pq_fullpitch enabled, then cl_fullpitch on the client will not work properly. The client will let your view go to +/-90 degrees but the server will set it back causing it to stick and jitter.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #24
                    I happen to know that Monty already had cl_fullpitch at 0 and still had the issue.. I encountered similar issues with DirectQ and joequake, but MH fixed it in DirectQ, so I'm guessing this is a result of using various bits of code from joequake or old proquake code.. (proquake's enhanced angle precision bla bla bla netcode thingy bla bla ask MH for the details )
                    Last edited by =peg=; 09-21-2010, 11:37 AM.

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                    • #25
                      Originally posted by =peg= View Post
                      I happen to know that Monty already had cl_fullpitch at 0 and still had the issue.. I encountered similar issues with DirectQ and joequake or old proquake code, but MH fixed it in DirectQ, so I'm guessing this is a result of using various bits of code from joequake.. (proquake's enhanced angle precision bla bla bla netcode thingy bla bla ask MH for the details )
                      Does this happen in, say, the modern versions of ProQuake?

                      JoeQuake has a few things in it that mess that fiddle with the view a little to make it smoother and Engine X uses at least one one of them (but doesn't use the other one).

                      What you are getting isn't a cl_fullpitch issue.
                      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


                      • #26
                        In the next version, alternate cameras will be easily accessible (default bind: backspace key):

                        RPG Camera


                        Overhead Camera


                        Side Camera
                        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


                        • #27
                          omg baker thats freaking great! I have wanted more camera options for a long time!

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                          • #28
                            looks like it would be good for dynamic shots in videos

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                            • #29
                              I've done some testing and I really give myself a D- for this release. I need to re-release with some of the above fixed plus a couple of other amazingly boneheaded issues I really screwed up.

                              I was time-pressed and didn't properly do testing and just released it on the fly. The engine itself is solidish despite the bugs --- what is unforgivable:

                              1. the qsecurity.dll problem
                              2. I failed to include some of the sbar graphics in the pak.
                              3. Failure to include 2 required files that all modern ProQuake users happen to have and no one else does.
                              4. A missing #define that stripped out the .dz demo play support.

                              Now for the good news ...

                              The .dz demo play support which I have never bothered testing on JoeQuake with Vista does work fine on Vista. I had wondered if Vista might screw up the .dz demo support; it doesn't.

                              This will allow me to do something hilariously cool in the next version
                              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


                              • #30
                                Dear Baker -

                                I am sorry if I may be late with this post but can you please postpone your release until you look into the following issues, points #1 and #2 are classified severe:

                                1. Screen skips around lava environments, almost unplayable on lava intensive levels.

                                2. Screen does not flash when hurt, therefore making it hard to tell when you are hit. I looked up any commands to remedy this, however I was unsuccessful in making it work. (I believe something with gl_polyblend but the engine ignores the setting - please help?!)

                                3. The inside of 'effects' menu is half broken - but bearable.

                                #1 + #2 sap any enjoyment from the game because of screen lag and you cannot tell when you are hit, making it very frustrating.

                                About #1 - I ran the the D3D exec for the game but same story, same screen lag, even if resolution is bumped to minimum.

                                You seem very enthusiastic about this project and the engine itself is very nice; furthermore, I really like the graphical changes esp. to some of the levels - very neat and fresh.

                                I will be waiting until the next release for these major points to be fixed before I can actually properly play it.

                                On a technical side note - will you still work on PQ or you switched over to this one? I personally like this one better - it plays better for me, also how does this engine differ from PQ and what extra features does it have integrated? (Just curious.)

                                Sorry, I put everything into one post but I wanted to cover all bases asap so with the next download I can fully enjoy my Quake game with this new engine.

                                Thank you,
                                ~fQ.

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