Announcement

Collapse
No announcement yet.

DirectQ 1.9.0-Bugs and Questions (April 2013)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #46
    and I TOLD YOU, that DirectQ 1.9 was 'Shelved' and DirectQ 2.0 could very well have seen your issues fixed.

    I didn't say your OS is broken, I said your OS is LIMITING your use of DirectQ 2.0 /any release/ and /any possible FIXES that happened after 1.9 are OUT of YOUR REACH.
    You can continue to use WinXP until 2015 for all I care, but the rest of the world has left you behind. Not trying to be rude, just tired of trying to explain to you DirectQ 2.0 might have seen the fixes you desire,and so long as you can't run DirectQ DX11 IDK what to tell you. The game works flawlessly for me,no matter what I'm doing. I'm sorry you continue to have problems with DirectQ 1.9 / D3D9.

    /I ragequit
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

    Comment


    • #47
      THIS IS EXATCLY MY PROBLEM I WAS TALKING ABOUT , AS I FOUND OUT THIS IS NOT AN OS ISSUE.

      ///////////////////////////////////////////////////////////////////////////

      Anonymous said...

      DQ is my Quake Engine of choice. I for one don't want eye candy, I want the silky smooth frames rates that DQ delivers.

      I have had a disturbing bug that is hard to describe without having the correct lingo. It is as if an invisible barrier appears and/or I get stuck/submerged on a slanted part of the map and take damage. (Getting stuck between brushes?) Restoring a saved game does not help. I have experienced this on several maps including Sludge Factory, A Roman Wilderness of Pain and Scourge of Armagon.
      (DQ 1.9.0 Vista 64)

      Please continue your great work.
      /
      Friday, May 4, 2012 at 11:03:00 PM GMT+1
      mhquake said...
      /
      The getting stuck thing is something that's known to me and that I've been able to reproduce in many other engines (including the id originals). At this stage I believe that it mostly comes from the map build process rather than the engine, and - if I'm right on this (I may not be but I believe there's a high chance that I am) - there's not gonna be much I can do about it.

      I do have better detection of when this happens in more recent code, and a better workaround than the original engine had, but despite that it still does happen sometimes.

      My thoughts on eyecandy are - I suppose - slightly odd. To me, there is a really crisp and clean look to the original maps (with the original textures) that gets lost when you start piling on the effects. Because of that I guess that I'm always going to be slightly anti-effects, but nonetheless pro a lot of other things that do improve this, such as gamma-corrected mipmaps.

      The only thing really wrong is that some of the textures - where there is a one-texel fullbright for example - don't work well with standard linear filtering. The option is there to write my own filtering functions to do a little better, but I do fret over the performance tradeoff.

      The big problem with Quake is that it was designed around a software renderer for low-poly scenes. There's no direct one-to-one mapping between code that works well with software rendering and code that works well with hardware rendering. Even with something as fundamental as hardware T&L, the code that you need to write to get the best out of it is often wildly different to the code that ypu would write to work well with software T&L.

      This is pretty pervasive in DP. Much of what would be done on the GPU in any modern renderer is instead done on the CPU in DP - even something like IQM animation recently had SIMD code added so that it would run faster on the CPU. That's not what you do nowadays; nowadays you do it in a vertex shader and get all of that (and more) for free.

      It's quite a wrestle to get Quake formats and content running to their best potential on modern hardware, and one of the goals of DirectQ is to do precisely that.
      /
      Saturday, May 5, 2012 at 1:26:00 AM GMT+1
      Ron Jones said...
      /
      I have an idea! Lets add vignetting to darken Quake some more, then compensate that with RGB bloom and do some nice brownish colorgrading.

      It's 'filmic' effects I find would be the most interesting and useful. I've experimented quite a bit, actually, with pulling RGB gamma and contrast values around in DirectQ and have come across some pretty interesting configurations there (going a bit heavy on green yields the most interesting effect). A personal "wish list" for filmic effects would be soft vignetting, dynamic color grading (ala more recent versions of Source, as seen in Left 4 Dead 2), film grain and perspective motion blur. HDR with dynamic tone mapping can also has some very practical benefits associated with it, so it's something else that might be interesting to see.

      That's not to say I'm requesting these features in DirectQ, but I think they'd be interesting for someone to experiment with to see what kind of effect it would have with Quake's existing assets.
      Saturday, May 5, 2012 at 1:50:00 AM GMT+1
      /
      Anonymous said...
      /
      I made the post about the issue with getting stuck. If it is a map build issue then why is it not static? That is, some areas that were once accessible later become inaccessible.
      /
      Saturday, May 5, 2012 at 3:58:00 PM GMT+1
      =peg= said...
      /
      I've run into the same issue, the only (temporary) fix I found, is restarting the engine and reloading the last savegame..

      Btw, I don't think this issue is related to the classic e1m1 getting stuck on ramp near exit case.. It's more like the player is suddenly clipping against the wrong hull or something (sinking halfway into the ground and getting blocked by invisible geometry).
      Saturday, May 5, 2012 at 6:35:00 PM GMT+1
      Anonymous said...

      =peg=. Your last description is bang on. That is exactly how I would have liked to have described the "sticky" issue.

      (I tried reloading save games, but not restarting and then reloading. Thanks for that!)
      Saturday, May 5, 2012 at 7:00:00 PM GMT+1
      Anonymous said...

      I have a slightly different experience with the sinking in the ground bug. It feels like suddenly a different set of collision planes becomes active. As if you were colliding with the geometry of a different map, while seeing the rendered results of the current one.

      Obviously that's not whats happening, but it feels like it. And I can find myself running through a wall, floating over edges of cliffs, hitting some invisible wall midair, taking a left turn and getting teleported to the bottom of a pit in some other place in the map. It's pretty odd.

      Random idea: instead of testing a collision box against the geometry, how about testing a few of them with slight offsets and averaging them together. Perhaps that could reduce the error margin. Just thinking out loud here.
      Sunday, May 6, 2012 at 1:03:00 PM GMT+1
      Aghus said...

      I experienced the same problem of getting stuck on hipe1m2. At mid level something happened and I get stuck in a lot of places. I cheated and passed the level using noclip, but then on hipe2m3 got the same problem since the beginning of the map, so I suspected it was a bug of the engine because it happened even after loading the next map.

      Actually I didn't try to load another level or loading a save, only restarting the engine.

      Another thing that happened in hipe2m3, just before getting the gold key, on the lightning bolts that appear from the walls DirectQ crashes with the message:
      "An unhandled exception ocurred."

      I passed that part using noclip getting behind them, then killed them, but then i crossed the lighning bolts a few times and didn't crashed. On Quakespasm I don't get the crash.

      I'm playing DirectQ with W7 32bit on a computer that doesn't have SSE2, so that may be a cause or not. I don't know.

      BTW, Keep up the good work.

      PD. Sorry if my english is bad.
      Sunday, May 6, 2012 at 7:06:00 PM GMT+1
      Nick said...

      last time it happened to me i was hearing water splash sound when jumping.

      Comment


      • #48
        Originally posted by OV3RDR!VE View Post
        THIS IS EXATCLY MY PROBLEM I WAS TALKING ABOUT , AS I FOUND OUT THIS IS NOT AN OS ISSUE.

        ///////////////////////////////////////////////////////////////////////////

        The getting stuck thing is something that's known to me and that I've been able to reproduce in many other engines (including the id originals). At this stage I believe that it mostly comes from the map build process rather than the engine, and - if I'm right on this (I may not be but I believe there's a high chance that I am) - there's not gonna be much I can do about it.

        I do have better detection of when this happens in more recent code, and a better workaround than the original engine had, but despite that it still does happen sometimes.
        The more recent code, probably refering to DirectQ 2.0's ,and their inherit need for Windows 7 / DirectX 11.

        I've been trying to say you're unable to use the newer stuff because you are stuck in Windows XP land, thinking everything will remain fine

        Windows XP is fine as a operating system, its just outdated and quickly becoming less and less supported. Microsoft already abandoned it awhile back,hopefully soon you will too.


        I never intended to imply anything is wrong with Windows XP, its just not cutting the mustard (DirectQ 2.0)
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

        Comment


        • #49
          Yeah , thanks.

          I will take the laptop from my friend (with Win 7 , DX11) and check how it will work (DQ 1.9.0 and 2.0). After , I report you.

          Temporary Solution :

          When sinking happened :

          1) Save the game as a new game
          2) Press F10 for quit
          3) Launch the engine again and load the saved previously game
          4) Have fun until next accident !
          5) Delete savegame (optional)

          Also as he said , it could be a map build feature . May be Very large maps bulid in some another ways. may be . I read that he probably planned to release the 1.9.1 and do in it some improvements in code
          . Will see.

          About SHRAK issue - it is a .QC bug

          oh , post from qaddicted.com (About Unforgiven)

          //
          Chip 22 November 2011, 10:38
          Heh, played unf1.bsp this morning and got late to a client meeting. Can't wait to play the other ones. However, I experienced some errors using DirectQ, with map freezing just right after the first flight of stairs. I used noclip to get unstuck, but somehow, 3-5 seconds later I got stuck again.
          //

          Comment


          • #50
            Originally posted by hgdagon View Post
            А почему именно DirectQ?
            Wie bitte?
            Scout's Journey
            Rune of Earth Magic

            Comment


            • #51
              Originally posted by OV3RDR!VE View Post
              Yeah , thanks.

              I will take the laptop from my friend (with Win 7 , DX11) and check how it will work (DQ 1.9.0 and 2.0). After , I report you.

              Temporary Solution :

              When sinking happened :

              1) Save the game as a new game
              2) Press F10 for quit
              3) Launch the engine again and load the saved previously game
              4) Have fun until next accident !
              5) Delete savegame (optional)

              Also as he said , it could be a map build feature . May be Very large maps bulid in some another ways. may be . I read that he probably planned to release the 1.9.1 and do in it some improvements in code
              . Will see.

              About SHRAK issue - it is a .QC bug

              oh , post from qaddicted.com (About Unforgiven)

              //
              Chip 22 November 2011, 10:38
              Heh, played unf1.bsp this morning and got late to a client meeting. Can't wait to play the other ones. However, I experienced some errors using DirectQ, with map freezing just right after the first flight of stairs. I used noclip to get unstuck, but somehow, 3-5 seconds later I got stuck again.
              //
              I really hope that your problems disappear with the newer versions of DirectQ, and there is some neat features added to the newer DirectQ's as well, like

              vid_gputhreadpriority
              vid_maximumframelatency

              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

              Comment


              • #52
                Hi guys, can anybody help me? Still looking for complete Quake 64 soundtrack and have no idea where to get it (I don't need Aubrey Hodges site link)

                Comment


                • #53
                  why in this thread?
                  My Avatars!
                  Quake Leagues
                  Quake 1.5!!!
                  Definitive HD Quake

                  Comment

                  Working...
                  X