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kempie
Joined: 21 Dec 2008 Posts: 6
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Posted: Tue Dec 30, 2008 6:59 pm Post subject: |
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Noticed that there are some problems in the path for savegames - seems that there is a sneaky forward slash (\) in the path it attempts to save in. Also managed to hard lock my system exiting the start map for CZG07 - happened twice so not a fluke and needed to switch power off to re-start
Having a ball though - really is the best Quakey image quality in an engine mod I have seen
Cheers, kempie |
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kempie
Joined: 21 Dec 2008 Posts: 6
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Posted: Wed Dec 31, 2008 4:11 pm Post subject: |
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kempie wrote: | Some HOM type artefacts on thin vertical surfaces (check apertures to water below in floor of easy hall in start map). |
Went back to try and get some shots for you and was unable to re-produce. My mistake, must have been one of the earlier builds |
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mh

Joined: 12 Jan 2008 Posts: 910
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=peg=
Joined: 17 Dec 2008 Posts: 12
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Posted: Wed Jan 21, 2009 6:13 am Post subject: |
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mh wrote: | Phew! 1.3!
http://mhquake.blogspot.com/2009/01/here-it-is.html
This was a bit of a tour-de-force, but it's in a state where I feel it can be at least let out to the public. A lot unfinished in it though, but I want bug reports before I get into it again.
Please read my "What you need to know" text (link above) before downloading this one.  |
first of all: wooooot!
i realy like the waterwarp, configurable HUD, sky, fullbrights, interpolated lightstyles to name a few, all very cool!
here are a few things i noticed while doing a quick test:
r_novis 1 -> crash (encountered a problem and needs to be closed)
trying to save a game (both in deatmatch 0/1) -> hangs (needs a system reboot to recover, system still works fine but screen is unusable)
lava (and presumably other liquids as well) renders kinda randomly transparent with lava-alpha < 1 on brushmodels
with lavaalpha 1 and telealpha <1 -> lava on brushmodles behind another lavabrushmodel (func_illusionary) are somewhat visible
(use pegdm6_beta2 to test this)
wateralpha/slime/lava aplha < 1 with r_novis 0 on standard id maps renders transperent kinda randomly
(i suppose that was to be expected with r_novis 0, sadly r_novis 1 makes it crash)
shirt/pants color changing in MP setup does not work (not accessible)
dead bodies re-fall to the ground when they come into view (again)
click thumbnail below for my system specs..
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Jan 21, 2009 9:22 am Post subject: DirectQ Feedback |
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I just managed to make a quick run through some levels and I noticed the transparency problems. They seem to appear when I move around.
In DM5 for example, in order to see the transparent water at the Pentagram location, I have to first go completely into the water, and get out again. Only then will I see trasparent water.
I also noticed some fullbright pixels on ammo boxes, which glow into darkness.
I have a Intel mobile 965 (better than yours ) with PS3.
I've noticed the increase in speed.
Now, let me ask you something, when a new game starts, the console shows:
Created effect "blabla.fx" OK
Where are those files? Are they modifiable? I don't have experience with .fx shader files.
Thanks for a great release.
EDIT: Exiting a level in Open Quartz crashes my computer. All I can do is reboot it. |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Wed Jan 21, 2009 11:38 am Post subject: |
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Cheers all, good to hear of any problems (the worst bug is the one you don't know about).
Translucency general.
I'm baffled here; it's been working perfectly on my own machine. Will investigate further.
"r_novis 1 -> crash (encountered a problem and needs to be closed)"
Woops yeah, I'm aware of that one.
"trying to save a game (both in deatmatch 0/1) -> hangs (needs a system reboot to recover, system still works fine but screen is unusable)"
I need to check that out. One of the last things I worked on was the mapshot system with save games (things had to change dramatically there with the waterwarps), and it was working on my PC fine. Are you overwriting a save game or creating a new one? Suggestion: I've noticed issues with modal dialogs that don't appear properly, and the symptoms here suggest this is related, so maybe try pressing "Y" or "N".
"shirt/pants color changing in MP setup does not work (not accessible)"
Need to check that out. Been a while since I've been in there, so something may have broken.
"I also noticed some fullbright pixels on ammo boxes, which glow into darkness."
Some of them (nails, cells I think) actually do have fullbright colours on them, which are only noticeable here because I light them properly. I've done some messing with the others because they can be hard to see in dark areas. Not sure if it's a good or a bad thing yet.
FX files - "Where are those files? Are they modifiable?"
They're resources embedded in the executable. Not user-modifiable yet, but they will be sometime.
"Exiting a level in Open Quartz crashes my computer. All I can do is reboot it."
Thought I'd fixed all of those.
Which level was it? I'd like to be able to reproduce this so I can get to the bottom of what's causing it. _________________ 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
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Posted: Wed Jan 21, 2009 1:13 pm Post subject: |
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Quote: | "trying to save a game (both in deatmatch 0/1) -> hangs (needs a system reboot to recover, system still works fine but screen is unusable)"
I need to check that out. One of the last things I worked on was the mapshot system with save games (things had to change dramatically there with the waterwarps), and it was working on my PC fine. Are you overwriting a save game or creating a new one? Suggestion: I've noticed issues with modal dialogs that don't appear properly, and the symptoms here suggest this is related, so maybe try pressing "Y" or "N". |
hmm actually, i did some more testing on this and it seems that the engine only hangs on saving when using that pegdm6_beta2 map (see my post above). It does save tho (maybe only partially) and i can load the saved game (it is listed in the list albeit nameless and no mapshot) so my guess is, it chokes on making a mapshot.
however if i load that saved game, all is fine until i try to load another saved game from a succesfully saved one, then it also hangs.. so maybe my map just violates some protocol limits or whatever... its a fairly complex one and close to the 'normal engine' limits
edit:
or maybe, its just that the name of the map is too long (its over the usual 8 characters, dunno if thats a hard limit) |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Jan 21, 2009 5:56 pm Post subject: More DirectQ Feedback |
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Quote: | Which level was it? I'd like to be able to reproduce this so I can get to the bottom of what's causing it. |
It's the map with the trees, first one after the start map.
Also, I would like to ask something else. I've noticed a slight (sometimes ugly) weapon model "morphing" when moving idle. I assume you know what I'm talking about. The weapon seems to be made out of rubber. Why is this happening?
Quote: | Some of them (nails, cells I think) actually do have fullbright colours on them, which are only noticeable here because I light them properly. I've done some messing with the others because they can be hard to see in dark areas. Not sure if it's a good or a bad thing yet. |
It could be a great thing for modders. An ammo box with a tiny red light could be spotted in the darkness. As a matter of fact, the ammo box can be changed, just like any other items. Moreover, a weapon with some small lights glowing in the dark, or something like a display on the weapon... could be great.
As far as I'm concerned, it's nice.
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Wed Jan 21, 2009 6:26 pm Post subject: |
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Cheers again everyone.
Think I've tracked down the cause of the translucency problems - $5/€5/¥5/£5 says that the maps you're noticing it on aren't vissed for translucent water. There's some contents transition code I have (basically add visibility for the previous viewleaf if the contents are different from the current viewleaf) which isn't playing nice there. I'm going to remove that code anyway as it occurs to me that while it might work with the world, it won't with entities.
=peg= - I think you may be on to something with the map name. I'll need to review the code, but I have a feeling that I may have made certain assumptions about map names (and the level name in Worldspawn) which don't necessarily apply in all cases. Protocol limits shouldn't be an issue - this can load and run warpc, and has higher capacity than the Warpspasm engines.
Chip - morphing on weapons? Two things spring to mind - I have a low floating point precision flag set in my shaders, which is causing it, or the fact that - I think - I've mainly been using a "fixed" set of weapon models means I haven't noticed. Silly question - you're not underwater when this is happening, are you?
Still not certain about the ammo boxes, by the way. I think it looks good too, but it's a change from regular Quake. I believe based on Carmack interviews I've read that it's a change ID themselves would have considered desirable, and even that they would have considered the default handling of them as a bug. Not all change is bad of course, but this is one that probably needs a cvar to select it. _________________ 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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Posted: Wed Jan 21, 2009 6:40 pm Post subject: |
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"dead bodies re-fall to the ground when they come into view (again)"
I forgot this one. All I can say is "AAAAAAAAAAARRRRGGGHHHHH!"
I'd noticed this bug in interpolation from the very moment I first implemented it (back in 2000 or so). Either I'm missing something everyone else has, or this is widespread but generally kept hush-hush. I'm going to put some effort into getting rid of it once and for all.
Oh yeah, I've downloaded your beta map so I can test out problems (and fixes) on that.  _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Jan 21, 2009 7:42 pm Post subject: |
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Quote: | morphing on weapons? Two things spring to mind - I have a low floating point precision flag set in my shaders, which is causing it, or the fact that - I think - I've mainly been using a "fixed" set of weapon models means I haven't noticed. Silly question - you're not underwater when this is happening, are you? |
mh (what's your name, anyway?), it's a problem of all engines, not only yours. No, I'm not underwater. Perhaps I chose the wrong words, so, here it is:
When the weapon is fixed, everything is OK. When the weapon has an idle movement when the player is standing still (regular Quake does not have idle movement), for example in OpenQuartz, and in some other mods (I'm too tired to search for their names now), it seems to be changing shape slightly, the texture seems to move.
Try OpenQuartz and you'll see what I mean. Could be a problem of .mdl file format. A poor, low-level model format. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Jan 21, 2009 7:44 pm Post subject: |
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yeah, please don't expect high-precision vertex information stored in .mdl files. that's what md3 is for |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Jan 21, 2009 7:46 pm Post subject: .mdl |
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Thanks, I'll try to replace some .mdl files with .md3 and see if this happens again.
Oh, wait, does DirectQ support .md3? I guess not. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Wed Jan 21, 2009 9:35 pm Post subject: |
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nice work... a few things i noticed:
- my fov is set to 105 but it's appears to be more like 120 or something. I remember you saying that you did something to make fov "work" with widescreen resolutions, does this means that there's no way for me to use the same fov value for this engine and other engines and have them give me the same result?
- fullbright pixels appear to be overbrighted as well, which is not how software quake did it. Makes torches appear washed out, among other things.
- there seems to be some inconsistency in the water shader sampling or something. In the start map, i found one teleporter that seemed to have high sampling rate in both texture axes, some that had a high sampling rate on only one axis, and some water that had a low sampling rate on both axes. |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Wed Jan 21, 2009 9:49 pm Post subject: |
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oh, and darkplaces and fitzquake both use "gl_texture_anisotropy" as the name of the cvar for anisotropic filtering... might be good to have consistency among engines where possible. |
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