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=peg= Joined: 17 Dec 2008 Posts: 12 |

Posted: Fri Jan 23, 2009 3:05 am Post subject: |

I was just working on a lil testmap and figured i'd try it in DirectQ 1.3. to my surprise the lightmaps got totally messed up... here is a screenshot of the map in glpro399: and here is the same map in DirectQ 1.3: this map is compiled with QuArK's ETP map format, using BJP's tools.. I don't know if that has anything to do with it but, i figured i'd report it for the same may happen on other maps..
(btw, don't mind the difference in brightness in the two screenies since i used pulsating lightstyles, they were always gonna be different. However do note the messed up light maps..)
Last edited by =peg= on Mon Jan 26, 2009 3:28 am; edited 1 time in total

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Jan 25, 2009 11:35 pm Post subject: |

File link's dead - you wouldn't mind reposting? I'd like to fix this one. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Jan 26, 2009 12:09 am Post subject: |

=peg= wrote:
shirt/pants color changing in MP setup does not work (not accessible)

Just been checking this one out. It works perfectly fine for me, the menu opens and all the sliders work. I don't have any special conditions set on the menu (it should be available even if you have no comms available). Need more info, in other words.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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=peg= Joined: 17 Dec 2008 Posts: 12 |

Posted: Mon Jan 26, 2009 3:55 am Post subject: |

Quote:
File link's dead - you wouldn't mind reposting? I'd like to fix this one.

(fixed)

Quote:
Just been checking this one out. It works perfectly fine for me, the menu opens and all the sliders work. I don't have any special conditions set on the menu (it should be available even if you have no comms available). Need more info, in other words.

Well, when i use the down-arrow key to select the MP menu -> player setup options, it won't let me select the color sliders.. it keeps flipping between "playername" and "hostname". (not that this really matters to me, i always use the color command, but still..)
I'm using a standard qwerty keyboard (USA layout, although i live in Holland) on windows xp (sp3), latest DirectX.
I tried with and without loading my config files (quake.rc) at startup, but it makes no difference.

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Mon Jan 26, 2009 4:20 pm Post subject: |

He's right, when I try to use my arrow keys or anything to move to the color boxes it wont move any further. Also, if I change my name or hostname then it has APPLY at the bottom which DOES get cycled to by pressing the down arrow. Some where in the menu struct you might have forgotten to set those rows as viable?

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Jan 26, 2009 6:54 pm Post subject: |

Sorted. r00k was spot on; I was missing a "this->AcceptsInput = true;" in the constructor - more differences between debug builds and release builds with the MS compiler, and it's not the first time I've seen that. (What's the point in having a debug configuration if it's behaviour can't be guaranteed to accurately simulate the release configuration?)
Keyboard input is fully software by the way, and will likely remain that way, at least for a while.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Tue Jan 27, 2009 1:45 am Post subject: |

=peg= wrote:

Quote:
File link's dead - you wouldn't mind reposting? I'd like to fix this one.

(fixed)

Cheers. Been spending a lot of time doing testing - what I've dug out so far is that the corruption came in in release 1.2; none of the previous versions have it. I'd made some changes to the lighting system in that release, so I'm figuring that I broke something along the way. At least I know where to go looking for differences now.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Wed Jan 28, 2009 1:38 am Post subject: |

mh wrote:

=peg= wrote:

Quote:
File link's dead - you wouldn't mind reposting? I'd like to fix this one.

(fixed)

Cheers. Been spending a lot of time doing testing - what I've dug out so far is that the corruption came in in release 1.2; none of the previous versions have it. I'd made some changes to the lighting system in that release, so I'm figuring that I broke something along the way. At least I know where to go looking for differences now.

Fixed it.
Would you believe that it was compiler settings causing it? Enabling SSE instructions. Which would make sense - voodoo floating point stuff messed up surface extents and texturemins values in Quark ETP formats. Doesn't affect non-ETP as the vecs values in the texinfo lump will be standard.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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=peg= Joined: 17 Dec 2008 Posts: 12 |

Posted: Wed Jan 28, 2009 3:02 am Post subject: |

Good job on tracking that one down! Sorry to put you through all that trouble, but better find out sooner then later i suppose

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Wed Jan 28, 2009 1:20 pm Post subject: |

=peg= wrote:
Good job on tracking that one down! Sorry to put you through all that trouble, but better find out sooner then later i suppose

Ah, not a bother. There's part of me enjoys tracking down weird bugs (and enjoys having a good rant when I find out the cause too), and it's another compatibility difference between my engine and Win/GL Quake to strike off the list.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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=peg= Joined: 17 Dec 2008 Posts: 12 |

Posted: Thu Jan 29, 2009 4:27 am Post subject: |

just a few suggestions to enhance the multilayer experience in future releases (all 2d / hud related):

fps counter
(equivalent of pq_drawfps 1 in pq399)
speed meter
(equivalent of show_speed 1 pq399)
player ping times in scoreboard
(maybe even packet loss % if there is any way to calculate these, else maybe just dropped datagrams per minute, client side)
gametime
(time remaining till timelimit / match-over)
clock
(system time)
custom crosshairs
(selectable in menu)

In single player mode:

show skill
(equivalent to pq399)

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Thu Jan 29, 2009 11:06 am Post subject: |

oooh oooh, and can u add in the centerprint of the map name, i saw this somewhere before. also, i have found a way to see the interpolation problem with dead stuff; e1m2 - take secret rout, kill grunts, move up and down stairs so u see the bottom, watch the grunts twitch... i knew they were faking >:O
_________________
bah

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Thu Jan 29, 2009 6:23 pm Post subject: |

MeTcHsteekle wrote:
oooh oooh, and can u add in the centerprint of the map name, i saw this somewhere before. also, i have found a way to see the interpolation problem with dead stuff; e1m2 - take secret rout, kill grunts, move up and down stairs so u see the bottom, watch the grunts twitch... i knew they were faking >:O

I thought about centerprint of the map name but a lot of mods do their own centerprint from QC on map entry, which would become broken. I'd rather not affect mods than add something like that, however nice it may be (now if only some modders would have the same regard to engines... )
I've spotted the interpolation problem in E1M1 too, it's easy enough to reproduce (also visible in intermission screens). The obvious fix is to switch off interpolation for the first frame or two after an entity is added to the visedicts list.
Custom crosshairs have just gone in. Right now it's the two classic crosshairs (white '+' and orange '+') as well as 8 hard-coded alternative options. I'm going to extend this to allow user crosshairs too, I just need to research content locations and formats (and file name formats) so hopefully not too much work. There's going to be a menu option (the HUD menu seems to be the most logical place) for these.
I'm a big fan of providing extra info on-screen during play, so I'll definitely be considering all of the other options.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Zzanitari Joined: 29 Jan 2009 Posts: 2 Location: Federal Way, WA |

Posted: Thu Jan 29, 2009 10:33 pm Post subject: |

I'd really like to test this out! But whenever I try to load this it comes up with W_LoadWadFile: couldn't load gfx.wad. What do I do to fix this??

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Jan 30, 2009 1:24 am Post subject: |

Zzanitari wrote:
I'd really like to test this out! But whenever I try to load this it comes up with W_LoadWadFile: couldn't load gfx.wad. What do I do to fix this??

Your Quake shortcut isn't telling Quake the starting directory. More info click here.

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