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Func sound issue with latest DirectQ + feature suggestion

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  • Func sound issue with latest DirectQ + feature suggestion

    Figured I'd post this small bug here just to let you know MH, but it seems the later versions of DirectQ, from the latest stable version of 1.8.7 up to the latest release 2 days ago have a sound bug for moving funcs - Doors and lifts that move long enough for the sound to loop will cut out.

    Things like the long elevator down in e2m6, or any slow moving doors or trains will have the sound just cut out completely, my map relies on a lot of looping sounds on funcs so i had to revert back to one of the older 1.8.7 versions (august 13th i think)

    (btw, not really a problem but i see you took out the fade out on death, are you planning to add a toggle for that in the effects menu sometime, or is there a cvar or something for it already?)

    The feature suggestion i was thinking about was for the music. Could you perhaps add a feature that lets the music keep playing after you die and reload the same level, or load a game, kind of like how Doom 1 and 2 handle music? I only ask because I love the music in Quake, but the buildup in some of the songs are so damn long that by the time i get to the coolest parts, if i make a small mistake and have to load or get owned the song starts from the beginning again.

    Not really required, but would make it a little better IMO.

  • #2
    Also found another minor glitch, this is more for mod compatability but Quoth supports using .bsps as a model through mapobject_custom point entities, but DirectQ doesn't display the lighting on them in game, and even not at all sometimes.

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    • #3
      .bsps are evil - they never light properly and make what should be a simple renderer insanely complicated.

      Regarding lighting, .bsps have their own lightmaps, they don't pick up lighting from the world, and they don't get affected by dynamic lights. If such a model is not compiled with lighting it won't be lit at all. This is a basic design flaw with the format and is the reason why they were removed from Quake II: The John Carmack Archive - plan archive

      I can see some reasons why using them might be appropriate but they are not a general solution.

      I'll check out the sound bug.
      IT LIVES! http://directq.blogspot.com/

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      • #4
        Well, I meant the .bsps wouldn't show the compiled light on them, not dynamic, whereas fitzquake the same .bsps would work fine and show the precompiled light on them - but that doesn't matter much anyway.

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        • #5
          Give him a specific testcase. Mod, map, position on the map with download links and a screenshots etc.
          Quake 1 Singleplayer Maps and Mods

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          • #6
            Ok, for the bsp problems - mod: Quoth (Signs Of Koth)

            Map: kellbase1

            In the underwater area you can see this, they used a custom bsp as a fan, it was compiled with lighting,

            This is how it's supposed to look:

            Fitzquake


            DirectQ


            As you can see, the lighting that was already compiled on it doesn't show up in DirectQ. It doesn't really matter, I was planning on using these for quick to make wheels on something, but It isn't that big of a problem, just a little interesting bug i stumbled across.

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            • #7
              OK, there will be a fix for this one.

              They're still evil though.
              IT LIVES! http://directq.blogspot.com/

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