Wednesday, December 16, 2009

DirectQ 1.7.666c is out

Get it from the link on the right.

If you downloaded it before this notice arrived, please download it again as I had accidentally packaged a wrong version. Ooops.

Full list of changes:

  • Increased quality of sound scale table (less abrupt transitions between volume levels).
  • Increased sound paintbuffer size to help prevent sound stuttering, breakup or drop-out.
  • Added ProQuake NAT fix (use cl_natfix to toggle, default 1 (on)).
  • Fixed bug where BeginScene would not get called in time if only liquid surfs were visible in the world.
  • Rationalized sound buffer locking and usage a little better.
  • Fixed bug where a player head model skin would get replaced with a full player model skin.
  • Begun generalising the effect system for both HLSL and non-HLSL.
  • Added fallback for cases where L8, A8L8 and X8R8G8B8 texture formats are not supported.
  • Added rudimentary HalfLife BSP Support (not too robust, yes I'm aware of the bugs).
  • Added exception handling around main loop to try help with restoring gamma correctly after a crash.
  • Added HLSL classic sky warp - no depth buffer trickery, no perspective trickery, just looks right.
One item deserves special mention here.

The HalfLife BSP support is quite rudimentary at the moment; don't expect to be running your favourite HalfLife maps using it! It's good enough if you want to just load a HalfLife map and look around it, but nothing more. There are bugs with hulls and clipping, and it may occasionally crash to the console. It gives you a LOT of warnings about missing spawn functions when you load.

If someone releases a good Quake SP map pack (and it needs to be SP for offline testing and monster-sized hulls) using HalfLife BSP format I'll probably firm it up, but right now there's no real requirement for it (aside from to add to the list of engines that support this format, and thereby provide extra motivation to release such a pack).
Before starting on 1.8 I'm going to finish and release my D3D8 ports of FitzQuake and QRack, which will give me time to ponder more on the work that needs to be done for that version, as well as respond to any bugfixes 1.7.666c might need.

4 comments:

Baker said...

Noticed that DirectQ doesn't support IP:port

Like ...

connect quake.shmack.net:26001

Not a big deal, just pointing that out and that's easy to implement.

ip:port supporting clients ...

Quakeworld (all) + ProQuake/Qrack/JoeQuake + DarkPlaces

Baker said...

More tire kicking ...

I noticed you can't record a demo after you are "connected to the server".

Supporting clients:

The original DOSQuake (heh) without the update (1.01 or whatever), Quakeworld (all), ProQuake, JoeQuake, Qrack.

mhquake said...

:P

OK, OK, OK. Stuff to get working on sometime.

(In fairness, stuff like this is good to know).

Chip said...

http://www.quakewiki.net/stuff/

I have rygel's pack installed on a vanilla Quake pack. Clean and slim. If I remove rygel's pack, the same error. Am I missing something?

Offtopic: Will there ever be a DirectDP version?