#135 posted by mh on 2011/03/31 13:12:37
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
#136 posted by megaman on 2011/03/31 20:34:45
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?
#137 posted by mh on 2011/04/01 00:47:05
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...
#138 posted by mh on 2011/04/01 00:51:36
...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.
#139 posted by mh on 2011/04/01 01:07:11
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
#140 posted by negke on 2011/04/02 11:04:13
And I thought MH stood for Maximum Hate...
#141 posted by Yhe1 on 2011/04/07 05:08:18
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.
#142 posted by mh on 2011/04/07 22:14:14
Already been fixed.
#143 posted by Yhe1 on 2011/04/08 04:40:32
RC3 also cannot run Lower Forecourt.
#144 posted by Yhe1 on 2011/04/08 05:11:49
Also cannot run fr3nrun2
Heh
#145 posted by negke on 2011/04/08 09:56:15
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, ...).
#146 posted by mh on 2011/04/08 10:01:33
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.
#147 posted by Yhe1 on 2011/04/09 02:03:47
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.
#148 posted by mh on 2011/04/09 03:56:21
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.
#149 posted by Yhe1 on 2011/04/09 04:06:13
Started a new game and nocliped to the said area.
#150 posted by mh on 2011/04/09 18:03:10
And "said area" being here, right?
http://i56.tinypic.com/2uzfep3.jpg
#151 posted by Yhe1 on 2011/04/09 20:08:44
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
#152 posted by mh on 2011/04/09 23:39:52
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.
#153 posted by Yhe1 on 2011/04/10 01:50:37
I know, it's just laziness from using Aguirre's and Fitzquake
#154 posted by mh on 2011/04/10 16:06:41
...and it also lets you swap out exe names without changing the params... ;)
More info: http://forums.inside3d.com/viewtopic.php?p=35089#35089
#155 posted by negke on 2011/04/15 12:10:34
What happened to host_framerate? How can I speed or slow down demo playback now?
#156 posted by negke on 2011/04/15 12:31:19
Does DirectQ by any chance support the playback of demos that were recorded with a level change?
I wish someone could modify BJP's convdem tool to support protocol 666 as well. And if it's just for joining demos (to fix the post-level change recording)...
#157 posted by Yhe1 on 2011/04/17 20:07:03
Please check if there is something wrong with Directq saving games, because I am only able to save one game.
#158 posted by mh on 2011/04/18 16:10:23
host_framerate had to go I'm afraid as it was interfering too much with other (normal) operation. I'll probably look into another way of providing functionality for demo speed up/slow down.
Haven't tested with demos recorded with a level change in some time, but unless I broke something recently they should work.
I've normally been saving from the console myself, but will test and fix if required.
You Feature Scrapper!!!
#159 posted by negke on 2011/04/18 16:21:58
I meant non-DirectQ demos actually. And, alas, unsurprisingly they don't work.
|