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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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It seems that RC3 no longer has this issue. Your changes must have fixed it.

Good to know. I wonder what it was though. Did you ever check the CPU affinity? One of the changes I made was removing a sort on an extra thread, and another person had problems with that on a single core machine. 
Bug 
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.

I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure. 
 
Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around. 
 
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.

Fixed.

I don't have CPU affinity set, I suspect the issue is the slight jerkiness of the timer altho I am not sure.

Doubtful; this problem didn't happen for anyone else.

Also, in Tronyn's new map sludge, when you pick up the amulet of deflection, the particles do not move around.

Fixed. 
 
Hi mh, I think there might be a problem with fog in the nehahra map Invein. On some of the windows, the green fogs shows on Directq but not Aguirre quake. Would be cool if you looked into it. Thx 
 
Directq crashes when running rpgsp1. 
 
Directq crashes when running rpgsp1.

Anything else I need to know? Does it crash when you try to load it? Does it crash at any specific point in the map? When you're doing something? Going somewhere?

Regarding the Nehahra stuff: the status of Nehahra support is always going to be "experimental". The mod dates back to 2001 and contains many incompatibilities with newer concepts, and even has some breaking changes made to the original Quake engine.

I'm still finding out stuff about what's needed for supporting it. It's only recently I found out about how it handles fog and skyboxes. Instead of some nice clean worldspawn keys or server messages the engine must instead call a function in QC which then stuffcmd's all the settings. It's that nasty.

I'm not saying "I won't do it". What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work". And that sometimes when you turn over stones you find nasty things crawling out from under them, and then go have to deal with those nasty things before you can do what you originally wanted to do. 
 
Directq crashes when I load rpgsp1.

commandline: directq -nocdaudio -current -game id1 +map rpgsp1 -id1 -bpp 32 
Great Idea! 
What I am saying is that it's a lot more complex than just pressing a button marked "make Nehahra work".

if you do come up with such a button then please add it to rmqengine, kthx 
 
 
and here the screenshot of the bug happening:

http://www.quaketastic.com/upload/files/single_player/save_00000.jpg 
 
A little more info:

This issue happens if you drop into the bottom area of invein, with the heavy green fog, then use the teleporter to get back up. You will then see the heavy green fog outside of the windows like in the picture. 
 
Ah, there must be a server message or a stuffcmd I'm missing then. That's useful info, I can debug it now.

rpgsp1 doesn't crash in the new code (due for release tomorrow or Friday), by the way. So much new stuff that I'm not certain what the cause was; I'll need to download a copy of the old and run it in a debugger just to confirm that I've caught it correctly. 
 
RC3 cannot run Ricky's Slave and Starkmon. It could run the hand tho.

Directq crashes when I load rpgsp1.

same bug, same fix. 
Mh 
I'm amazed how fast you seem to find all those bugs. How do you do it? What tools do you use, what's your method? 
 
Microsoft Visual C++.

Set a debug configuration, Ctrl-Shift-B to build it, F5 to debug it. It's got the out-and-out best debugger you can get. 
...And I Also Think... 
...that Yhe1 is actually a great help here. If I sometimes come across as a little annoyed, it's more the case that I'm thinking "Christ! Another one!", but I do have to admit that without his own apparent determination to run every map ever made in DirectQ and let me know what doesn't work, I would never have even known about half of them. So major credit and muchas gracias is definitely due there. 
 
This issue happens if you drop into the bottom area of invein, with the heavy green fog, then use the teleporter to get back up. You will then see the heavy green fog outside of the windows like in the picture.

Fixed.

Silly me; there I was thinking it might have been a server message. It's Nehahra, so of course it was a stuffcmd. 
Hmm 
And I thought MH stood for Maximum Hate... 
 
The lift in the middle of the lava pit in Hrim_sp1 doesn't work in RC3, it doesn't come up when the button is pressed. 
 
Already been fixed. 
 
RC3 also cannot run Lower Forecourt. 
 
Also cannot run fr3nrun2 
Heh 
In fact, you broke pretty much all of my maps. Something RC3 doesn't like about some of the hacks involving brush entities (self-removing func_wall, custom func_door, ...). 
 
There is a bug in it relating to brush model bounding boxes and I'm suspecting that is the cause behind all of this stuff. It's already been fixed and the fix will be included in the next release. 
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