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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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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. 
 
I know, it's just laziness from using Aguirre's and Fitzquake 
 
...and it also lets you swap out exe names without changing the params... ;)

More info: http://forums.inside3d.com/viewtopic.php?p=35089#35089 
 
What happened to host_framerate? How can I speed or slow down demo playback now? 
 
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)... 
 
Please check if there is something wrong with Directq saving games, because I am only able to save one game. 
 
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!!! 
I meant non-DirectQ demos actually. And, alas, unsurprisingly they don't work. 
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