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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sun Dec 21, 2008 4:38 am Post subject: |

Meh, worked fine for me once I grabbed the latest directx _________________ Apathy Now!

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kempie Joined: 21 Dec 2008 Posts: 6 |

Posted: Sun Dec 21, 2008 12:41 pm Post subject: |

Everything OK till started loading demo1 and no further progress. Couldn't exit by any means other than ctrl alt del. DQv1 worked fine once DX was updated. Happy to try any fixes or settings to narrow down cause. Cheers, kempie

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Dec 21, 2008 2:56 pm Post subject: |

It's solved. When I initialize Direct3D I loop through a number of options for the type of device I want to create, and one of those options is to use hardware T&L. Switching off the hardware T&L fixes everything. I've released an "Emergency Refresh" containing only the change needed for this.
http://www.quaketastic.com/cgi-bin/filechucker.cgi?action=listfiles&path=tools/windows/engines
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DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Monster Joined: 07 Jan 2006 Posts: 94 Location: North Carolina |

Posted: Sun Dec 21, 2008 6:13 pm Post subject: |

Now its back to the same problem I had before. I should note that the only sounds I can hear when the demo is playing are grenades being fired and ammo being picked up. I can see the status bar changing as the player takes damage or uses ammo, but it seems inaccurate. really weird problem

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

Posted: Sun Dec 21, 2008 7:17 pm Post subject: |

hate to kill the buzz but, now i got this weird effect of clipping. it happens when i walk and follows me. IT'S GONNA EAT ME!!!!!! _________________ bah

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Dec 21, 2008 8:59 pm Post subject: |

I haven't tested chase_active 1 mode yet. Obviously it needs work to get it fully compliant with the widescreen fixes and a few other things. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General)
Direct3D 8 Quake Engines

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sun Dec 21, 2008 9:24 pm Post subject: |

That defect would look awesome if done intentionally - 'Cant Sleep, Brushes Will Eat Me' _________________ ...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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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Sun Dec 21, 2008 10:14 pm Post subject: |

HAH that would be funny also it happens out of chase_active, and if i put my fov at 90 it still does it, but its harder to notice _________________ bah

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Dec 21, 2008 10:58 pm Post subject: |

That really is weird. Coupla things I'd like to know, just to help track it down... * I see that your screenshot is at 1024 * 640; was this the native res of your monitor? * If you were running fullscreen have you tried running windowed? -window will give you the best available (normally 4:3) windowed mode, and will also help narrow down whether it's a widescreen problem or a more general problem.
* If running windowed worked OK, how about trying chase_active 1 in a windowed mode?
* Finally, it looks a lot like vertexes turning to mush, so are you using some kind of unofficial "hacked" or "optimized" driver?
Might be back with more if I think of anything else...
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DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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

Posted: Sun Dec 21, 2008 11:55 pm Post subject: |

-i have my resolution at 1280 by 760 pixels at 16 colors -it is full screen; all the weirdness still happens in windowed mode, in chase_active 0 and fov 90 -i don't know what m driver is,or what driver is for [do u mean d3d, or just graphics?]
apparently i have;
-Mobile Intel(R) 965 Express Chipset Family
-driver provider is Intel, driver date 1/2/20008 driver version 7.14.10.1409
^^^i cant tell if that helps cos i don't get it
sorry, i'm not one for computer hardware
_________________
bah

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Dec 22, 2008 1:41 am Post subject: |

Cheers! I'll be able to try it on an Intel 965 on Wednesday, so we'll see what the story is then. But right now one of the cards I'm running it on is a 915, so unless Intel have this weird thing where newer cards get more rubbish....... Actually, I wouldn't put it past them!
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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 Dec 22, 2008 1:42 pm Post subject: |

OK, just got to try it on an Intel Q35 (the 965 will be on Wednesday); everything works extremely well there too, no sign of any glitches, graphical or otherwise. So far the cards I've personally tested it on are: Intel 915/910 Mobile: Works fine; fast and stable.
Intel Q35: Works fine; fast and stable.
NVIDIA GeForce 6600GT: Needs hardware T&L disabled; once this is done it works fine; fast and stable.
NVIDIA GeForce 7300GT: Needs hardware T&L disabled; once this is done it works fine; fast and stable.
The Intel 915/910 was driving a widescreen laptop monitor at 1280x768 with no issues at the different aspect ratio. Everything else was standard 1280x1024.
In all tests framerates never dropped below 95 FPS on a timedemo demo1. No stuttering or lockups were observed. The first of these machines has a 3 year-old OS installation that has been fairly heavily abused over time; the second is a work machine with all the baggage that comes with that (heavyweight AV and corporate network agents and stuff installed); the third and fourth are relatively clean and recent builds. All are XP; the first is SP3, the rest SP2.
Wednesday comes the Intel 965 running at 1440x900; if this also works then I'm going to feel inclined to pin any reported issues on local factors on the PCs themselves.
There are two major things that come to mind here are (1) something interfereing with Direct3D and (2) something interfereing with DirectInput. By "something" I mean some other background application running on the PC.
Background or other applications known for certain not to interfere are:
* Symantec AV 10 Corporate Edition.
* AVG 8.
* Avast! AV (latest version, not certain of the number).
* K-Lite Codec Pack.
* Appsense Application Manager.
* Pointsec Full Disk Encryption.
* Pointsec Media Encryption.
* MS SMS Agent.
* MS Office 2003.
* MS Virtual PC 2007.
* Mozilla Firefox.
* MS Exchange System Manager.
* Nero ImageDrive.
* MS Visual Studio (6/2003/2005/2008).
* Adobe Acrobat Reader.
This list contains a few items that I would normally expect would stomp their tiny little feet all over it.
Software-wise, the major things I have not tested it on yet are:
* Windows Vista.
* Anything with a third-party touchpad driver installed.
If I was to take a wild guess, I'd say that (1) Windows Vista could be problematical; there is a "disable multithreaded" flag in Direct3D startup which is only available under Vista and which i've selected; if that fits the symptoms then I can fix it very easily; or (2) third-party touchpad drivers may not play nice with DirectInput; try running with -nodinput, and if that makes any difference I'll change the input startup a little.
Any of that sound familiar to those having problems with it?
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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kempie Joined: 21 Dec 2008 Posts: 6 |

Posted: Mon Dec 22, 2008 3:42 pm Post subject: |

Got a GF 6800 running here w/ XP SP3 and DQ is running fast and stable. Seems to have completely got rid of any z-fighting. Only hint of a bug I have seen is a corpse went totally shadowed (black on E2M1 - if it matters). Still lit by muzzle flashes but totally unlit laying on the non-dark floor.
Would have taken a sshot but couldn't remember which key it was. Sorry! BTW is water alpha functional in the current build?
Cheers, kempie

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon Dec 22, 2008 4:10 pm Post subject: |

It works on Wine (Linux) with DirectX 9 from march 2008. The mouse feels super weird (probably just acceleration) but the rendering looks fine (and pretty fast with ~120fps, Fitzquake gets me ~160fps). _________________ Quake Maps

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Dec 22, 2008 5:33 pm Post subject: |

120 FPS under Wine seems pretty neat to me. The Z-fighting fix is - with retrospect - so obvious that it's amazing to me more people haven't done it. I'm going to tutorialize this one. The mouse feeling weird is just on account of how it uses DirectInput by default ("-nodinput" to disable). I'm almost definitely going to change the input startup to do a more thorough test for stable DirectInput support, as it seems to be causing issues for a few people. An alternative is to cvar-ize it; DirectInput is nice in that it can be quite freely toggled on or off without affecting anything much.
There's also a m_boost cvar that is used to adjust the mouse movements under DirectInput in order to compensate for them often being different to software (and not to mess up the value of sensitivity for other engines). I've defaulted it to 1.5 (hindsight tells me it should have been 1) so try setting it to a lower or higher value and see if that helps.
Black corpses? Somebody call mikeusa!
Think I know why that is - Direct3D uses 0-255 byte ranges for it's colours, so if they go above 255 they'll wrap.
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DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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