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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Mon Dec 15, 2008 4:16 am Post subject: |
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ceriux: how did you unlock the mirrors edge mode?
awesome work mh
bring on the hlsl  _________________ Unit reporting!
http://www.bendarling.net/ |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Mon Dec 15, 2008 9:34 am Post subject: |
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Nice, keep the bug reports coming!
I'm pretty certain that the Alt-Tab crash is due to a ChangeDisplaySettings call referencing a DEVMODE struct that's no longer valid. I really should have removed those as D3D handles all of that stuff automatically for you.
I had noticed the greyscale colours before, but didn't take a note of it. Pretend you've got ao old black & white TV for now.
Not certain about the map change crash, must try replicate it and see what's going on behind the scenes. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Mon Dec 15, 2008 9:49 am Post subject: |
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Great work!
Nitpick: Could you use a different name? D3DQuake exists for 8 years at http://dxquake.sourceforge.net/
Two engines with the same name just lead to confusion. _________________ Quake Maps |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Dec 15, 2008 10:41 am Post subject: |
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Cool, but why?  |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Mon Dec 15, 2008 11:22 am Post subject: |
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Downsider wrote: | Cool, but why?  |
mh wrote: | Porting Quake to Direct 3D cos I'm sick of poor quality OpenGL drivers.  |
This thread shows some of the headaches encountered with different video cards and their inconsistent OpenGL version #s and in a lot of cases cards saying they support extension <whatever> and they don't.
It's a rather large headache. Especially since Intel display adapters with old OpenGL 1.2 support may make up 70% or even more of the "video cards" on all computers (i.e. Intel Integrated Media). In fact, I'd be rather surprised if the # isn't 80%-90%.
The choice: limit yourself to 2001 era OpenGL capabilities (1.2) or limit the potential users to owners of 3rd party graphics card (Nvidia, etc.).
MH decided to choose none of the above. |
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mh

Joined: 12 Jan 2008 Posts: 910
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Mon Dec 15, 2008 5:40 pm Post subject: |
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Electro wrote: | ceriux: how did you unlock the mirrors edge mode?
awesome work mh
bring on the hlsl  |
lol i dunno what you mean XD but if you mean how everythings super bright and the textures seem weird bright because of it. its just fullbright i think. _________________ QuakeDB - Quake ModDB Group |
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Thu Dec 18, 2008 12:56 am Post subject: |
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Just updated my Directx drivers, and it loads, but appears to have graphical issues. I hear the demo playing, but just get a pure black screen, same with when i try to start the game.
Heres what it looks like when it first loads, the console doesn't behave normally:
Without console, just black screen:
I also just updated my video card drivers, here are my system specs:
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System Information
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Time of this report: 12/17/2008, 19:54:15
Machine name: MGS
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+, MMX, 3DNow (2 CPUs), ~3.0GHz
Memory: 3326MB RAM
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Display Devices
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Card name: NVIDIA GeForce 9800 GX2
Manufacturer: NVIDIA
Chip type: GeForce 9800 GX2
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0604&SUBSYS_23701682&REV_A2
Display Memory: 512.0 MB
Current Mode: 1400 x 1050 (32 bit) (60Hz)
Monitor: Plug and Play Monitor |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Thu Dec 18, 2008 1:46 am Post subject: |
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As a contrast to Monster (who I invited to try it out, hence he is posting here now), I must say I've loved it thus far.
Mucking about in id1 and Rogue... Played some 1v1 with Monster using it... Dizzied my wife with the timedemo of bigass1.dem. Good times all in all.
Hope to see you continue this... Perhaps with a few additions - ping in scoreboard, defaulting to mouselook being on, frame interpolation (optional perhaps?). This has that good old school Quake feel to it, without being hamstrung, nor having a boasting name - its merely descriptive.
However regarding the name, to avoid confusion, perhaps you could call it DirectQuake or something like that? _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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=peg=
Joined: 17 Dec 2008 Posts: 12
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Posted: Thu Dec 18, 2008 5:10 pm Post subject: |
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Quote: | It's not quite finished in other words. The only major remaining item is to add in support for sky and water surfs on brush models, but nonetheless, they're rarely enough used, and not even in ID1 so far as I can tell, so here it is. |
Actually, i use those in my own custom maps a lot, so i'd like to see you work those in at some point..
Here is a small video clip showing how i use liquid (lava/slime in this case) textures on brushmodels to create some funky effects.. and below is a screenshot of my pegdm6 work-in-progress (all the lava you see is on func_wall/illusionary).
exciting stuff MH! i'm keeping a close eye on this project
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Thu Dec 18, 2008 5:37 pm Post subject: |
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i am also watching vigilanty
peg, thats a great map to play and ima steal your style
did u ever finish it? _________________ bah |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Dec 18, 2008 6:52 pm Post subject: |
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=peg= wrote: | Quote: | It's not quite finished in other words. The only major remaining item is to add in support for sky and water surfs on brush models, but nonetheless, they're rarely enough used, and not even in ID1 so far as I can tell, so here it is. |
Actually, i use those in my own custom maps a lot, so I'd like to see you work those in at some point.. |
Nice screenshot!
I definitely feel it's important to have them in, and they will be in a new release sometime soon.
What scares the bejeepers out of me though is that stock GLQuake even allows them on ammo boxes! I can see that being a barrel of laughs to code any way efficiently, and that part of it definitely won't be done any time soon! Too many state changes!
Re: the name; I've given it some thought and decided that I want to move away from "MHQuake", although whatever it does end up as hasn't been decided yet. I see that the homepage here has called it "DirectQ", which I'm going to adopt for now (or possibly "DirectQuake"). I like "XQuake" but that's already taken too.
@Monster; not sure what's happening there! Looks to me like either of the world or the view transform has gone nuts. I'm going to maybe try moving view to per-frame rather than one time only, but it will cost a little performance. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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mh

Joined: 12 Jan 2008 Posts: 910
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Monster

Joined: 07 Jan 2006 Posts: 94 Location: North Carolina
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Posted: Sun Dec 21, 2008 4:23 am Post subject: |
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Hmm now it just shows the console and won't even go to a black screen. I can hear sounds and i can hear the menu, but all i ever see is the console |
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=peg=
Joined: 17 Dec 2008 Posts: 12
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Posted: Sun Dec 21, 2008 4:35 am Post subject: |
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Monster wrote: | Hmm now it just shows the console and won't even go to a black screen. I can hear sounds and i can hear the menu, but all i ever see is the console |
yup same here.. but i found that it did render sometimes.. however the screen freezes.. it seems.. as soon as i look in a certain direction or the light levels get too high or when i shoot any gun except axe/sg/sng.. really weird.. the engine is still running fine when it freezes but the screen does no longer get updated..
an exemple of this:
when i type "map e1m1" all is fine.. until i walk past the 2 lampposts.. then the screen locks up.. when i walk back and do a vid_restart all is fine again.. but as soon as i fire rl.. it freezes again..
i found that i could somewhat walk around when binding "vid_restart" to a key and do a lot of restarts..
apart from the freeze-ups it runs super smooth btw (the dynamic lights are awesome, when the screen does not freeze )
oh and i noticed that when i type vid_describemode it says mode 0 which coresponds to 640x480x0 (windowed) while its actually running in mode 10: 1280x1024x32 (X8R8G8B8)
dunno if this matters, but i figured i'd mention it..

Last edited by =peg= on Sun Dec 21, 2008 5:13 am; edited 4 times in total |
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