If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Is a serious MUST-HAVE for anyone who uses Integrated GPU's or plays Quake on a LAPTOP ( cough #1.CD cough turtlevan haha)
It is my understanding that Intel Graphics chipsets (typically known to fn BLOW with nearly ALL OpenGL clients....), so give it a try !!!
I've only been able to test-run for one day of Quaking, and I DIDN'T bother digging for the changelog or, the poking around for new features that came with this release......
I'll definately be checking into that stuff today though.
Runs FAST, uses external textures, had to lower my sensitivity by half but all in all works perfect for multiplayer. Small bug con_lineheight 0 locks up the client.
DM3 Looks great I like the sky with occasional purple black clouds.
Gives me an idea could you make random rain and a few lightning strikes on the mound?
It dont like my water/tele textures but my lava is translucent..go figure.
WARNING
May be too intense for some viewers. Stress Relief Device
....BANG HEAD HERE....
---------------------------
.
.
.
.
.--------------------------
TV, I'll re-preform the maxfps testing,and this time I'll document my variables and settings, and get back to you here with all that in a bit.
Word on the street is that, this newer version of DirectQ brought with it a FN plethora of EXTRA possible frames per second !!!! So, going by what was read, DirectQ picked up 2x and possibly within being plausible, up to 5x as fast as the last version !!! Thats outstanding even if the performance only doubled, which is plain crazy
These are hires 24/32bit textures for every ID Quake Map INCLUDING DM1-DM6!
340+MB
You dont need the norm/gloss textures for DIRECTQ But if you are using DarkPlaces wouldnt hurt to grab them.
Also on that page are new textures for items/healthpacks etc..
when i try to run it it tells me an error has occurred, "Something bad has happened and DirectQ is now toast. Please visit mhquake and report this crash"
It's hard to describe but they do seem a bit "tinny". The main issue is the player skins (particularly yellow) blend in too well on DM3.
When being ambushed at SNG by a yellow player its hard to gauge where that player may be when you're spinning around real fast and rockets are exploding in your face.
I think the fix would be different player skins that were darker, more bold.
As for whoever was bringing up teamscores, I typically just do the math really quick (sucks I know), or if its really down to the wire I'll just do a +teamscores. It does hide individual scores but will let you know if you're overall +/- when it comes down to the wire.
The only other major issue I have is trying to see someone who has the ring of shadows. It's impossible.
Other than that, this latest directq release is perfectly awesome for multiplayer team games.
You can try gl_overbright 0, and tweak your "gamma" cvar to tame the textures. I couldnt find a command to "NOT" load external textures. Yes, DirectQ makes use of modern coding techniques for modern hardware in an elegant package! Someone mentioned the fade on the con_notify characters were filled with green lines, i suspect a driver issue. PQ_SMOOTH, is a feature that would be handy for observers, it's just a simple interpolation of the viewangles from svc_setview. But this release is fast fast fast!
pq_smoothcam is probably not going to happen. I've looked over the code, and unfortunately what seems like a simple interpolation of angles on the surface is something more when you dig a little. First of all you need to add cl.mviewangles[2], which inserts it's tentacles into demo code and elsewhere. Then you need to get rid of cl.viewangles for general use and add cl.lerpangle instead, then decide which is appropriate for each situation. More tentacles, more mess. Doesn't pass the QA department.
Much as I am genuinely interested in adding PQ features wherever possible and reasonable, there is an unfortunate tendency for even the simplest such feature to require extensive rewrites and restructuring elsewhere. I've already had enough bad experiences from having been burned by the messaging system on at least 6 separate occasions so far. Adding a feature in isolation is easy; properly integrating it with everything else in a manner that doesn't wildly upset already working code, and incur a risk of breaking other things, that's hard.
Good reading. However, maybe I'm dumb, but did I miss the answer to if DirectQ is gonna start showing teamscores AND individual scores? This would be beautiful.
Good reading. However, maybe I'm dumb, but did I miss the answer to if DirectQ is gonna start showing teamscores AND individual scores? This would be beautiful.
also a timer for ctf matches would be nice, dm "timer" command puts one on screen but no such command exists for ctf, and directq will only show "time thus far" on server
also a timer for ctf matches would be nice, dm "timer" command puts one on screen but no such command exists for ctf, and directq will only show "time thus far" on server
pq_timer is the match timer, which works in both crctf and crmod. its just a simple pqc_ message (PQC_MATCH_TIME) from the mod to the client. Though, the client needs to parse the command...
Comment