ATI
#10 posted by yhe1 on 2010/02/25 03:43:15
I have a ATI 3670 video card, and this D3D8 port is slower than the original openGL. Is this normal?
It Is
#11 posted by Baker on 2010/02/25 04:57:29
It isn't as fast as the native OpenGL versions of the engines.
Still, they are fast enough to be playable in single player at a more than playable speed although I have noticed certain things like background flashes can drop the frame rate.
DirectQ
#12 posted by Baker on 2010/02/25 04:59:14
I might add that DirectQ by MH, if you haven't tried it, is totally native Direct3D and supports FitzQuake 0.85 gigantic maps (and in fact, the FitzQuake 0.85 protocol).
http://mhquake.blogspot.com/
DirectQ is Direct3D 9.
#13 posted by mh on 2010/02/28 14:55:50
They can never be as fast as native OpenGL owing to the translation layer they have to go through, but that's not the point of them. The point is to have something that works for people who can't even run the GL engines at all, owing to bad or buggy drivers or whatever.
DirectQ on the other hand *is* fast - very fast.
#14 posted by O.S. on 2010/03/01 11:54:17
What I'd really like would be a
directdraw (software) driver for quake
#15 posted by mh on 2010/03/01 20:19:44
WinQuake actually uses DD (through the SciTech MGL layer), but completely lacks support for colour depth above 8 bit, which I guess is what you really want.
DD
#16 posted by O.S. on 2010/03/01 23:42:01
Through MGL, yes, but MGL can also use some
direct-to-vidcard modes on win9x, too. Was not
my point though, because MGL doesn't do 64 bit,
also its development is dead, so I need a native
DD driver, at least for win64. Quake2 does have
a native DD code for windows/software renderer,
needs porting to q1/hexen2.
MGL
#17 posted by Baker on 2010/03/02 03:14:20
FTEQW?
I've looked at the source several times and I'm thinking it doesn't use MGL.
DD, FTEQW
#18 posted by O.S. on 2010/03/02 08:06:22
Thanks, will look at it.
#19 posted by yhe1 on 2010/04/04 03:31:20
Can directquake support command line options?
Command-line Options
#20 posted by mh on 2010/04/04 16:54:36
These are only modifications to the renderer so if the original engine does then so do these. Why? Are you having problems?
#21 posted by yhe1 on 2010/04/05 04:04:52
I am talking about running a map with a batch file such as:
glquake -nocdaudio -current -game nsoe -heapsize 120000 -id1 -nomtex -bpp 32
directq doesn't work when I use -bpp 16, for example, it stays at 32 bpp.
That Sounds Like A Feature.
#22 posted by Spirit on 2010/04/05 10:06:23
#23 posted by mh on 2010/04/05 17:04:01
Use the menu. It's there under Video Options. And you don't need -heapsize either; DirectQ will never run out of memory. In fact DirectQ doesn't need any command-line parameters at all (unless you really want to use them), everthing can be set while the game is running.
#24 posted by Yhe1 on 2010/04/06 08:19:43
still have some trouble with this. For example, I changed the game directory to SOE, but when I chose run a map, I still only see the maps from my id1 folder.
Also, is there a way to disable multitexture in directq?
Still think that command line options are easily, perhaps you can consider adding them in in the next version?
Multitexture And Command-line Options...
#25 posted by mh on 2010/04/06 18:53:11
The command-line options actually are still there, and most of them still work the same way as before. The only major difference is that -heapsize is gone, but that's because DirectQ does memory fully dynamically and with no real upper limits. -bpp just doesn't seem to work is all.
No way to disable multitexture; I'm somewhat puzzled as to why you would want to (unless you have a Voodoo 1/RIVA 128/etc).
Also puzzled that you can't see the maps. What happens when you try to run one using the "map" command?
Why? What?
#26 posted by negke on 2010/04/06 19:06:37
768_negke: lightning flash visible through solid geometry in first room.
"Burn in hell 1337 haxors".
#27 posted by Yhe1 on 2010/04/06 20:08:14
on some maps, it's faster if you disable multitexture, for example beginning of Nightjourney, beginning of Five Rivers land, and sickbase.
If I use the map command in the console it works, the problem is that I set the game directory to something else and it still only shows the maps in my id1 folder.
Maybe you can walk me thorugh again, if I want to load an SOE map from the menu, how would I do it?
#28 posted by mh on 2010/04/06 22:51:21
It might not be refreshing the maps list in the menu properly. I'll need to check it out.
Regarding multitexture, rules that apply to other Quake engines don't apply to DirectQ. I've tuned the renderer to be able to handle scenes like that (and even larger and more complex ones) without slowing down. Try it with the cogs in ne_tower as another example, or with ctf1_rq. No need to worry about it.
Mis-stated The Problem
#29 posted by yhe1 on 2010/04/07 05:34:22
After some more testing, the problem for me is actually that the id1 maps show up regardless. If I change the directory to SOE, then I should only see the SOE maps, correct? Instead, I have to browse through all of the id1 maps to get to the SOE maps. But I am not sure if this is a bug or a feature.
#30 posted by necros on 2010/04/07 07:17:56
that is technically the correct behaviour.
if you are in a mod folder, you still have access to any maps in id1/maps, so if you are asking the engine what maps you can choose from, it's correct to show you id1/maps along side mod/maps.
maybe a seperate command might be in order (my id1/maps is a long list).
#31 posted by mh on 2010/04/07 11:09:14
That makes more sense, yes. Maps and other content from ID1 are always available to mods.
Providing an option to filter the list by mod might be an idea.
There is also tab autocompletion on the "map" command. So type "map a" for example, then press tab, and you can cycle through the maps beginning with a.
A Few More Suggestions...
#32 posted by yhe1 on 2010/04/11 08:34:39
Right now, you have to turn on hypnotic as well as quoth to get the correct status bar, I think just turning on quoth should do it.
It would also be nice to make the save games compatible with aguirre quake. Right now, they have to converted through fitzquake.
#33 posted by mh on 2010/04/11 12:42:22
Huh? Save games are fully compatible with ID Quake, no changes there. I don't know if Aguirre Quake has changed the format, but I certainly haven't.
I see the thing with the status bar; I'll fix that.
#34 posted by yhe1 on 2010/04/11 20:24:35
Well, Aguirre Quake loads the DOS quake saves fine, but it crashes when I renamed Directq's saves (to s11.sav) and try to load that.
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