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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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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. 
 
The Hrim_sp1 lava platform is still broken under the new release. I can see the platform if I dived into lava using God mode, but it just doesn't come up when I press the button. 
 
Funny that because I just tried it earlier on today and it worked then. You're not running off a savegame made under the previous version are you? That might have messed up something in the entity if so. 
 
Started a new game and nocliped to the said area. 
 
And "said area" being here, right?

http://i56.tinypic.com/2uzfep3.jpg 
 
Yes, I nocliped to the area, pressed the button, and the platform didn't come up. I then did the same thing with Aguirre's and the platform worked.

Dunno why that platform is not working for me in directq.

My commandline is:

directq -nocdaudio -width 1366 -height 768 -conwidth 640 -conheight 384 -game Hrim +map hrim_sp1 -heapsize 54000 -id1 -bpp 32 -fullscreen 
 
It doesn't come up when you load the map from the command line. It does when you load it from the console. The very same happens with any engine that has rotating brush model support in the server code; so far I've traced it to one specific function in the world interaction; disabling the check for rotation fixes it.

I think this needs to go on I3D as it seems to be a bug in the rotation code that affects anybody who's using it.

Don't bother with -heapsize by the way, it does nothing. 
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