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Direct3D 8 Porting Project
Baker and mh have been working on Direct3D 8 ports of popular Quake engines. The benefit of this is that people whose video cards have poor-quality OpenGL drivers can take advantage of better Direct3D drivers (many ATI and intel cards are in this boat, apparently.)

Engines ported so far:
* AguirRe's enhanced GLQuake
* Fitzquake
* FuhQuake
* JoeQuake
* TomazQuake
* ZQuake

More info and downloads: http://quakeone.com/mh/
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Neh2m5... 
...should have fog in it i'm sure; kind of an orangey yellow colour. nehahra handled fog differently though - i think it was via an info_start entity rather than a worldspawn value so that might be why certain third party engines aren't picking it up? i may have misinterpreted parts of what mh has said above...

i'll admit i like adding fog (and skyboxes) to maps that don't have any. i don't mind it resetting when a new map loads but i do kind of wish it would remember the settings when you die & reload; i'm not sure how possible that is engine-side... 
 
> ...should have fog in it i'm sure; kind of an orangey yellow colour. nehahra handled fog differently though - i think it was via an info_start entity rather than a worldspawn value so that might be why certain third party engines aren't picking it up? i may have misinterpreted parts of what mh has said above...

Right, that would make sense. If it expects to use the old gl_fogenable/etc cvars there may be cases where sometimes it gives results that look like they're working and sometimes it doesn't. I'll need to test fully, but it's definitely a viable-sounding theory.

In my specific case I went for FitzQuake fog, the reasoning being that it's the current standard and is used by more recent maps and mods. Not sure if it's even possible to make this compatible with the old method.

> i'll admit i like adding fog (and skyboxes) to maps that don't have any. i don't mind it resetting when a new map loads but i do kind of wish it would remember the settings when you die & reload; i'm not sure how possible that is engine-side...

Perfectly possible. One solution I have (don't think it's in a released version yet though) is to not wipe the fog if the map name hasn't changed. The same could be done for skyboxes. 
Bug 
There is a bug with directq regarding the map rc1 by fat controller. I can't move at the beginning of the map. RC1 works fine in Fitzquake085. Thanks 
 
Hmmm - every engine I've tried this map with - including GLQuake - sticks at the start, with the exception of the latest Darkplaces. This includes a freshly downloaded Fitz0.85 - sticks at the start.

ProQuake (Win and GL), EngineX, Fitz, RMQ, DirectQ, ID Quake, older Darkplaces, all stick at the start.

I'm finding it difficult to accept it as a DirectQ bug. More likely a config setting, a QuakeC bug or a map bug (bad clipping hulls perhaps?) 
 
More info; I've just read the readme for this map, and it's clearly stated in there that it's a beta map. Unless there is an obvious engine-related bug that's common to everything except the latest DP this one is going in the "won't fix" bin. 
Bug 
There is a bug with the first two ammo boxes in the map sm28 for Directq, when viewed from certain angles the sides of the ammo boxes are missing. This does not happen in Aguirre Quake, Fitzquake 0.85 or RMQ engine. 
 
Known bug, will be fixed in the next one. 
 
Is the next version going to support Neh fog also? 
 
> Is the next version going to support Neh fog also?

No. Neh fog is a completely different implementation of fog that's incompatible with the way DirectQ does fog, and will never, and can never be supported. DirectQ's fog is based on FitzQuake, which is an established, clean and sane standard for mappers, whereas Nehahra is a bunch of dirty hacks (technically impressive for the time, but still a bunch of dirty hacks).

It's just not possible to support both as there is no way of differentiating between them when reading fog values from worldspawn. Given the choice between supporting one standard that was only ever really used for one mod, versus supporting a second that is in widespread use, is what mappers expect, and which will continue to have content released that uses it, it seems obvious which to pick. 
 
Oh, does this mean the Fitzquake can't support Neh fog? (Aguirre's can support both, but that engine, like Nitin said, isn't widescreen friendly) 
Directq Bug 
When I ran directq 1.8.7, it looked like this:

http://www.quaketastic.com/upload/files/screen_shots/Directq_187_bug.jpg

I have the June 10 version of Directx, My system is a Dell XPS 1640, 4gb ram, p8400, ATI 3670 with 10.6 drivers.

Directq 1.866b works perfectly. Thanks. 
Another Screenshot 
 
Thankfully it's a beta release...

A few people have got this bug and it seems confined to ATI users. I've a good idea what causes it and will have a fix coming in Beta 2. 
Bug In Beta 2 
When you start a map, you're not facing straight fowards. Seems to happen with any map. 
 
Doesn't happen with any of the ID1 maps. Can you be more specific? 
Screenshot 
http://www.quaketastic.com/upload/files/Menk.jpg

This is how I start at Menk. I've tested Fort Driant, and ijed's Maelstrom. All like that.

This bug does not happen if you load the map from the cosole, only via a batch file.

My batch file for load Menk:

directq -nocdaudio -current -game id1 +map Menkstart -id1 -bpp 32

This bug did not exist in 1.866b. Thanks 
 
Also affects Nehahra too 
 
It also happens in 1.8.7 beta 1, so it is the changes between 1.866b and 1.8.7 beta 1 
 
Got it, thanks. 
 
Directq 1.8.7 beta 2 crashes when I run Five Rivers Land by JPL

this is my commandline:

Directq -nocdaudio -current -hipnotic -game quoth -heapsize 48000 +map 5rivers_e1 -bpp 32

said something about Directq being toast.

Directq 1.866b worked fine. 
 
5 rivers has corrupted TGAs for it's skybox which D3D's TGA loader doesn't like. A fix I had before was bypasssed by some of the new code. 
Bug 
Beta 3 can no longer play the Warp demos. Thx 
 
Beta 3 can no longer play the Warp demos. Thx

I thought I wrote about this a while back but I obviously didn't. I've removed support for the protocols used by these demos; it was getting silly having 7 different protocols in the engine, so they went. Playing the Warpspasm demos is honestly not high on the priority list.

Ask me nicely enough and I might add support back in on the client-side only, and for the purposes of demo playback only. 
Bug Report 
There now seems to be no fog in Quoth maps, I've tested APSP2 and Ruined Nation. 
 
It seems that only nehahra fog works now, I've also tested elements, and there was no fog there either.

1.866b worked fine. 
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