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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu Jul 16, 2009 3:36 pm Post subject: |
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leileilol wrote: | Well considering you can't even install 9.0c (note the c) on Win9X, the target platform is out of the question unfortunately. Hey, I can't get anything newer than 7 on my 486 either, even in Windows 2000. (Win2k on a 486 is not a typo. I even had the patience to run Cinebench r10) |
Orly? Then what the hell am I looking at here when I run DXDIAG?!
http://tlb.quakedev.com/PICS/misc/dxdiag.jpg
Also, my Mechwarrior 4 Mercenaries (and even my copy of Crimson Skies) has 8.1 on it. _________________ "Roboto suggests Plasma Bazooka." |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Jul 16, 2009 5:04 pm Post subject: |
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I haven't specifically coded anything in the engine to prevent it from running on Windows 98, but in all honesty I'm not prepared to offer support for any of the Win9x line. I don't have a 95/98/98SE/ME box to even test it on, I don't have an old version of the Windows SDK to link against (and thus ensure that I'm not using any API calls that aren't supported), I haven't installed any of the 9x line since early/mid 2000 (and even before then I was using NT4 on my own machines wherever possible), I can't even get Win9x drivers for a lot of my current hardware, Win9x won't even work with the amount of RAM and disk space I have, and - looking straight in your face - the Win9x line is a horrible old clunker of a 16-bit OS with 32-bit "functionality" hacked on to it that really needs to be taken outside and shot. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Thu Jul 16, 2009 6:47 pm Post subject: |
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The new version 1.6.3 crashes when i goto multiplayer setup. "memory could not be written.. something something...  |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Jul 16, 2009 7:15 pm Post subject: |
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r00k wrote: | The new version 1.6.3 crashes when i goto multiplayer setup. "memory could not be written.. something something...  |
I know what that is - it's the menu banner pic loading being hit by a stray pointer somewhere. If you just run it again it most probably won't crash; it's very random and fails to crash more often than it does crash, for which reason I've never been able to really debug it properly. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Thu Jul 16, 2009 7:32 pm Post subject: |
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mh wrote: | I haven't specifically coded anything in the engine to prevent it from running on Windows 98, but in all honesty I'm not prepared to offer support for any of the Win9x line. |
Oh, okay I was just checking to make sure you didn't accidentally do something that broke it for older systems or something.
I'll just give this a try on my win2k machine later. _________________ "Roboto suggests Plasma Bazooka." |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Jul 16, 2009 9:05 pm Post subject: |
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Dr. Shadowborg wrote: | mh wrote: | I haven't specifically coded anything in the engine to prevent it from running on Windows 98, but in all honesty I'm not prepared to offer support for any of the Win9x line. |
Oh, okay I was just checking to make sure you didn't accidentally do something that broke it for older systems or something. |
I may have done all the same.
Especially with the API linking part - I use the Windows API a lot more heavily than original Quake does, and may be linking to one or more functions that are 2000+ only. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Wed Aug 05, 2009 2:23 am Post subject: |
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..Did you really remove condump? If you did then please what equivalent did you replace it with? ..or is it in the readme I should read ?
..BTW Prydon Gate breaks DirectQ. A similar but probably not so related DP issue I was having... Anyway let me splain a bit.
..In the sewer of Prydon Gate, directly after I kill my 1st monster bug it crashes to the console with: cl_parseservermessage illegible server message  |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Tue Sep 01, 2009 10:13 pm Post subject: |
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xaGe wrote: | ..Did you really remove condump? If you did then please what equivalent did you replace it with? ..or is it in the readme I should read ?
..BTW Prydon Gate breaks DirectQ. A similar but probably not so related DP issue I was having... Anyway let me splain a bit.
..In the sewer of Prydon Gate, directly after I kill my 1st monster bug it crashes to the console with: cl_parseservermessage illegible server message  |
You mean the console debug log? It should still be there (hell, I only used it myself 2 days ago), but I did change how it works a little as the old io.h functions used were pretty vile. It might not work from the command-line (translation: I haven't tested), but it's also cvar controlled now, so set condebug 1 to enable it.
Try Prydon with 1.7 and do let me know.
http://directq.codeplex.com/Release/ProjectReleases.aspx?ReleaseId=32343 _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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Last edited by mh on Wed Sep 02, 2009 10:34 pm; edited 1 time in total |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Wed Sep 02, 2009 2:43 am Post subject: |
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..Ahh you changed it.. Mmmkay..
1.7 is out.. NICE! |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Wed Sep 02, 2009 8:51 am Post subject: |
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xaGe wrote: | ..Ahh you changed it.. Mmmkay.. |
I kinda had no option cos the old code wouldn't compile too good when converted to C++. I'll add a review of this to the tho-do list for 1.8 - I want to switch it to Windows API file functions anyway. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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Gatts
Joined: 29 Aug 2009 Posts: 3
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Posted: Wed Sep 02, 2009 4:45 pm Post subject: |
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Great work, i'm thinking of using this for my project. I've posted a few issues on the CodePlex page but so far i'm very impressed. Excellent work! |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Wed Sep 02, 2009 5:06 pm Post subject: |
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Gatts wrote: | Great work, i'm thinking of using this for my project. I've posted a few issues on the CodePlex page but so far i'm very impressed. Excellent work! |
Good stuff, a bug report like this is an opportunity for me to take something that was done wrong and do it right.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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Gatts
Joined: 29 Aug 2009 Posts: 3
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Posted: Wed Sep 02, 2009 5:37 pm Post subject: |
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Well, i've been working with the engine for a few hours and have decided that i want to use it for my project. The addition of C++ to me is an excellent opportunity.
I've been adding little bits here and there, and because i have a background in Direct3D and prefer it over OpenGL this is perfect for me!
Do you use any instant messengers or irc? I'd like to chat with you and i could help you find bugs if you wish.
Thanks,
Gatts |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Thu Sep 03, 2009 3:19 pm Post subject: |
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Gatts post update when your project gets established.
MH, it would be cool if you could have a built-in quakeC editor/compiler in the engine, realtime csqc ahh where's my coffee..  |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Sun Sep 06, 2009 10:53 pm Post subject: |
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r00k wrote: | Gatts post update when your project gets established.
MH, it would be cool if you could have a built-in quakeC editor/compiler in the engine, realtime csqc ahh where's my coffee..  |
Heh, I thought at one stage about letting it be able to handle raw QC, but in the end I'm aiming this engine at players rather than mappers or modders. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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