#35 posted by mh on 2010/04/12 15:17:16
That's really odd because WinQuake loads DirectQ's saves perfectly fine if you do the same thing. I would assume that the problem is with Aguirre Quake based on the maxim that if it works in WinQuake but doesn't in Engine X, then Engine X is broken.
I'm doing some work with Aguirre Quake at the moment so I'll try to see if I can figure what the cause is.
Incidentally...
#36 posted by mh on 2010/04/12 15:24:02
If you could put a copy of a save file that's causing you trouble somewhere I can download it, and tell me which map it's from, it would help a lot in diagnosing this.
#37 posted by yhe1 on 2010/04/13 07:49:20
http://www.quaketastic.com/upload/files/tools/mac/misc/qsavegame.dz
I've uploaded to the above address, rename to s11.save, the map is nesp09, Dawn of Eternity
#38 posted by mh on 2010/04/13 23:47:49
Downloaded, cause of problem identified, and fix implemented for the next release. :)
Mh:
#39 posted by metlslime on 2010/04/14 00:46:26
what was the cause, btw? Was it a bug in aguirre's engine or in directbengt or in directq or what? :)
#40 posted by yhe1 on 2010/04/14 01:02:06
Can you also make the +map command work in the command line? It doesn't seem to work currently.
#41 posted by mh on 2010/04/14 11:27:08
Not wanting to be rude, but could you describe the problem instead of what you think the solution is? ;)
+map just passes to the standard command interpreter, so it's nothing special. Tell me what happens when you try it, tell me the name of the map, do you get any error message in the console (and if so what the error message is) stuff like that.
@metl - a bit of both. DirectQ didn't write "kills" into the savegame comment but Aguirre's engine was depending on it being there.
Incidentally...
#42 posted by mh on 2010/04/14 17:57:50
C:\Quake\DirectQ.exe +map start works. So +map on the command-line *does* work. So there's something else that's creating a situation in which it *appears* to not work for you.
That's what I meant when I said the above - making +map work is not the solution (it does work), but finding out what that something else is might be a good first step.
Oops
#43 posted by yhe1 on 2010/04/14 19:15:19
Yeah, I just tested it, it does work. You can disregard the last message. Sorry about that.
#44 posted by yhe1 on 2010/04/14 19:22:23
I had an older version version of Directq where if I use it in one of my command lines, it would only load the quoth folder and not the map itself (Fort Driant), but this was an old version and I don't remember which one.
#45 posted by yhe1 on 2010/05/16 10:56:04
Has anyone used Dirctq to play Warp? I am using 1.8.3c and I seen some weird grunt/player skins.
#46 posted by yhe1 on 2010/05/16 11:01:30
Nevermind, the problem went away when I restarted Directq.
#47 posted by yhe1 on 2010/05/16 22:33:32
An update on the problem, if you played the Warp demos before starting up, then the grunt/player skins would be messed up.
#48 posted by necros on 2010/05/16 23:04:03
have you tried increasing heapsize? i've had texture and skin corruption problems in the past which went away after allocating more memory.
#49 posted by mh on 2010/05/17 01:41:18
DirectQ doesn't use heapsize so it's not that. I suspect it's more likely a texture caching bug which I haven't seen yet - the symptoms certainly match.
Skin Problems
#50 posted by mh on 2010/05/19 20:28:10
OK, I've checked this about 3 or 4 times with Fitz, DP and Aguirres as well as DirectQ and it happens in all of them. It's a content bug rather than an engine bug I'm afraid.
Sorry About That
#51 posted by ijed on 2010/05/25 02:55:44
What is it?
#52 posted by anonymous user on 2010/07/26 05:47:00
There seems to be a small issue of sometimes not getting the green armor at the beginning of the Map "Return to Dust" with directq. (you have to jump to get it Has anybody else encountered this?
Extreme Overbright Issue
#53 posted by negke on 2010/08/11 20:59:31
I have an animated lavafall texture on a func_illusionary which I had to light quite heavily to make it look right in Glquake (as bright as the regular lava). But now it's totally overbright in DirectQ (and one or two ports from the Proquake pack, for example): screenshot. Even the latest version (1.8.666a) doesn't display it correctly - the first frame of the animation is fuglified like that while the others are fine, so it flickers. What's going on there?
I Guess...
#54 posted by JPL on 2010/08/12 08:31:15
... you didn't applied Quake palette to the first frame of the moving texture... Export your image from wad, apply quake palette and then import it back to wad.
It should solve you issue
Blah
#55 posted by negke on 2010/08/12 10:36:39
It's the engine, not the texture.
Negke
#56 posted by JPL on 2010/08/12 13:43:50
I don't understand why the engine would crap the first texture frame only... hence my answer :P
JPL
#57 posted by negke on 2010/08/12 13:59:39
Neither do I... hence my question :)
#58 posted by mh on 2010/08/14 16:50:48
I'd guess the excessive brightness is because of overbright lighting. The same would happen in software Quake if so, so that's a useful test. (Also FitzQuake and any other engine that supports overbright lighting). gl_overbright 0 will revert DirectQ to GLQuake lighting if necessary.
I don't understand why the first frame would act strange either. Cross-checking with other engines might also be a useful test there.
#59 posted by negke on 2010/08/14 17:07:06
I tested it with Winquake, Fitz, and DP (all of which support overbright lighting). The texture looks right in all of them.
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