Thursday, March 3, 2011

1.8.7 Release Candidate 1 is out

Here we go.

This is now the recommended DirectQ release.

13 comments:

=peg= said...

Noticed 2 issues after a quick test:

- Mouse acceleration appears to be on.
- After ALT-TABing I found myself disconnected from the server.
(most of the time anyways, or at least when I'm out of quake for more then half a minute or so)

Otherwise all is good (so far ;))

mhquake said...

No mouse acceleration because it uses raw input which bypasses the mouse control panel. I'm quite certain of this one.

I'll restore the code to disable acceleration anyway just in case you've got a bad mouse driver.

Not sure why you disconnected; just tried it out and didn't have any trouble.

mhquake said...

Hmmm, it definitely did seem to be enabled alright. Guess I should know by now not to trust the raw input documentation - the fact that it's shite should have been a dead giveaway.

David A. said...

With your recent posts on GLQuake hacks I'm guessing this is not a problem with DirectQ, but just in case:

I'm seeing a rendering glitch on the start map by the entrance to the fourth episode. At certain spots, the lower water level is drawn on top of the higher one.
http://img64.imageshack.us/i/quake0000.png/

mhquake said...

Interesting. That shouldn't happen; I'll need to check it out.

David A. said...

I forgot to mention that I had r_wateralpha set to 0.99 to maximize the effect.

Nick said...

playing the first level here some stuff:

- elevators kill me again!
- down & up walk don't work. the player seems to hang on every step.
- stairs. when i walk up stairs it seems the player walks down for about 1 frame. gives a quick flash :-/
- enemys are super dark. here a screenshot: http://img694.imageshack.us/img694/9900/darkenemys.jpg
- wateralpha is still not working here :-( http://img695.imageshack.us/img695/5424/wateralpha.jpg
- there are some light errors that where ok before (1.8.666b) (secretelevator!) http://img543.imageshack.us/img543/3039/lighterrors.jpg this thing goes crazy on movement
- some cvars don't survive level skips. gl_fogenable for example has to be set each level.

mhquake said...

"- elevators kill me again!
- down & up walk don't work. the player seems to hang on every step.
- stairs. when i walk up stairs it seems the player walks down for about 1 frame. gives a quick flash :-/
"

host_maxfps 72. Any other value is lethal for single player games. This is one where I'll never get a correct solution; some people want to be able to set it higher, some people don't and I'm stuck in the middle.

"wateralpha is still not working here :-( http://img695.imageshack.us/img695/5424/wateralpha.jpg"

Is the map vissed for translucent water?

"some cvars don't survive level skips. gl_fogenable for example has to be set each level"

Intentional, unfortunately. I'd personally prefer otherwise but see here: http://www.blogger.com/comment.g?blogID=8356982184998034445&postID=1815063321448108928

Another one of those situations where I'm never going to be able to please everybody...

I'll check out the rest. What hardware are you on, by the way?

Nick said...

thanks for the info.

i had to set r_novis 1 for the water.

okies, back to 72fps.

somehow the dark enemys are gone. i guess this makes it a little more strange that i cannot reproduce this :-/

i'm on geforce460m with i7 q740

mhquake said...

"I'm seeing a rendering glitch on the start map by the entrance to the fourth episode. At certain spots, the lower water level is drawn on top of the higher one."

Fixed it.

Poindexter said...

Hi mh,

I'm getting some errors which cause the game to crash back to windows when loading a map.

'D3DAlias_CreateStream0Buffer: d3d_Device-> CreateVertexBuffer failed' and 'D3DAlias_CreateIndexBuffer: d3d_Device->CreateIndexBuffer failed'.

It seems to be pretty random. It happens across all maps, but not everytime. Sometimes a map loads fine, the next time I try to load it, it crashes. These are just normal quake maps (E1M1, E2M1 etc), not some crazy limit breaking mod maps.

This happened on all the 1.8.7 betas and 1.8.7 RC1, but not on previous versions of DirectQ.

I'm on an Intel 945 GM running Windows Vista.

Anyway, hope this info is of some use to you. I'm looking forward to 1.8.7 final and your hard work on DirectQ is much appreciated!

mhquake said...

"'D3DAlias_CreateStream0Buffer: d3d_Device-> CreateVertexBuffer failed' and 'D3DAlias_CreateIndexBuffer: d3d_Device->CreateIndexBuffer failed'."

I've tested on a 945 but with XP, not Vista. I'll add some fallbacks here.

Poindexter said...

Sweet.

Cheers dude.