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DirectQ 1.8.8

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  • #16
    Just tested it with a custom palette myself; it worked fine.

    Can you describe how you're replacing the palette in more detail? Is it in the filesystem, in a pak file, etc? There is a difference in how DirectQ handles files here that may be the cause. Also - are you using a different game dir or putting it in ID1?

    Otherwise the palette loader just goes through the exact same file loader as anything else in the game, so if you can load any file you can load a palette.

    Is there a changelog? Not for a long time - I've been remiss in keeping one. Most changes are just documented as they happen on my blog.
    IT LIVES! http://directq.blogspot.com/

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    • #17
      Palette mod

      To exchange the palette i create a palette.lmp from a jasc format .pal file with palette converter v1.2 for quake (old dos tool but works fine) i then open pak0.pak in ID1 with pak explorer,delete the file before pasting in my new one (pak allows same name files so it needs to be deleted first)

      then i start winquake,gl quake or whatever and see the colors changed to the new palette but when i start directq it just looks as if i didnt replace it

      edit: tried adding it to a new pak in a folder used with -game but it doesnt work with directq either
      Last edited by VGAce; 11-07-2011, 03:10 PM.

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      • #18
        Just did that and it worked.

        Did you take a copy of your old pak file first? DirectQ is able to load pak files with any name (not just the pak-.pak naming convention) but loads pak0.pak to pak9.pak first, then the rest in alphabetical order. If you've got a "Copy of pak0.pak" in there it will load that and the palette in it will take priority.

        Also double-check that you definitely don't have a "gfx" folder under ID1 with a file called "palette.lmp" in it.
        IT LIVES! http://directq.blogspot.com/

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        • #19
          Ha! thanks. that was it, i made a backup of the pak before i inserted the new palette and it was loaded by directq so the changes didnt take effect

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          • #20
            Originally posted by VGAce View Post
            Ha! thanks. that was it, i made a backup of the pak before i inserted the new palette and it was loaded by directq so the changes didnt take effect
            Cool.

            You want me to add a check for pak files beginning with "Copy of" before I load them? (I wonder is there a way of getting this text from Windows itself, so as to support multiple languages...)
            IT LIVES! http://directq.blogspot.com/

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            • #21
              what did you have in mind when you added this function the first place doesnt seem obvious to me it rather can lead to confusion as you see

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              • #22
                z-fighting

                I notice in DQ (and RMQ), hidden surfaces sometimes have z-fighting going on, which isn't present in default software or GLquake.

                Best example of this is probably E1M1 when crossing the bridge into the complex, shooting the button on the pillar to get the quad. You can see the platform clashing with the floor.

                ( http://pirat.snotboble.net/quake/pics/e1m13.jpg )

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                • #23
                  This actually does happen in GLQuake, but not in software Quake. It's a map bug basically, and is due to the way graphics hardware renders co-planar polygons with different position verts.



                  It's also visible on a number of other ID1 maps, particularly those in e2.

                  There is no real fix so far as an engine is concerned. A number of things you can try include polygon offset (which sucks because the depth buffer is non-linear and the GL spec allows polygon offset to be implementation-dependent) and offsetting the model along a number of it's axes (which creates tiny cracks around doors).

                  So the only really robust way to fix it is to fix the map.
                  IT LIVES! http://directq.blogspot.com/

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                  • #24
                    I've just recently been trying out DirectQ as it's pretty perfect for my netbook. I have a problem with saving though. If I save a game it seems to save okay (on-screen message seems fine) but there are no files to load when I try to load a game. This happens whether I use F2 or choose the save option from the single player menu... Is there a fix for this? I can't seem to find any threads alluding to this.

                    I'm on a Dell Mini 9 with XP SP3 and DirectX 9.0c (fully updated). I've also tried the main game pak as well as Hipnotic and Rogue...
                    I got the phone call at 4 a.m.

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                    • #25
                      It should automatically create a subdirectory called "save" under "ID1" (or whatever your gamedir is) which will contain the save files. It's possible that it might be failing to do this, in which case I need more info (such as the full path you have Quake installed to) in order to troubleshoot.
                      IT LIVES! http://directq.blogspot.com/

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                      • #26
                        Loving your work MH!

                        I have just one feature request; any way to add some form of MP3 playback to substitute the CD audio subsystem? The original music is one of Quake's greatest features, but short of either having my original disc in the drive or having an ISO of my original disc mounted, I can't have it

                        It's performance everywhere else is more than perfect personally and it runs on virtually anything. Stoked!

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                        • #27
                          MP3 playback has been there for almost 3 years. Put your MP3s into C:\Quake\ID1\Music and it'll play them. There's no naming convention - you can call them whatever you want - but they must be in the correct order.

                          It can also play any media file format that Windows Media Player supports (including sound from videos) and stream audio from the internet (just put the URL into a text file).
                          IT LIVES! http://directq.blogspot.com/

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                          • #28
                            From here: http://quakeone.com/forums/quake-mod...tml#post106470

                            Originally posted by FC Zvyozdochka View Post
                            Thanks for the answer.
                            But if it is so - why are you reworking your engine to put it on DX11? Just for an optimization?
                            This was in relation to adding DarkPlaces lighting and texturing.

                            First up, the main point that I made about not being out to recreate DarkPlaces still holds true. DarkPlaces has already been done, there's no point, and I don't compete in that particular arena.

                            DP lighting could actually be done in D3D8; there's no need for moving to D3D11 to do it.

                            There are some things I want to do that I currently can't do in D3D9 however. These are low-level, behind the scenes things that probably don't have much interest to a player but are important to me.

                            The end result won't look appreciably different, but the code will be a lot cleaner, less buggy, more robust and more compatible with the way modern hardware works. It will be faster too - up to twice as fast, depending on circumstances (I've already confirmed this in a test engine).

                            This can only be reasonably done on D3D11. D3D9 can't do it, there's no point in using D3D10 (anything can supports D3D10 also supports D3D11 if you use feature levels - which I will be using), and as for OpenGL? Well I'd have to check for GL_ARB_do_it_this_way, GL_ARB_do_it_that_way or GL_ARB_do_it_the_other_way, write 5 different rendering backends, and the resulting mess would run like shit on Intel and break on AMD. I'm never touching OpenGL ever again for this kind of advanced code.

                            So that's why. Questions?
                            IT LIVES! http://directq.blogspot.com/

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                            • #29
                              Okay, MH, I understood you.
                              Still I hope one day someone will make engine that will be as fast as yours and as beautiful, as DP

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                              • #30
                                Wow MH my hats off to ya.
                                I just put the newest build on a vista box with just an intel 900 series video chipset and no GFX card yet. I said wth let me see if it will run.....Daaayummm, I was simply blown away by how good it ran and looked without any acceleration hardware.I took some ss but they utterly fail to show the quality you have engineered into DX. Quake
                                Way to go keep up the good work.
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