I've fixed the weird bug where if you specify a +map command on the command line, you will enter the map looking down and at an angle instead of straight forward. This was caused by the mouse cursor being positioned at [0,0] instead of at the center of the window during startup, which caused the first input read to be incorrectly offset.
Mouse input should now be a lot smoother than it was. I've also been restoring the joystick code, but haven't been able to test it properly yet. The lack of a joystick doesn't help here. I probably won't restore the XBox 360 controller code as there are some heavy dependencies on which version of XInput you have installed, and not all versions are compatible. Of course, if everyone was guaranteed to be on the same version this would be a lot easier.
There are some cases where semi-corrupt TGAs can cause a crash on map startup; this generally only occurs if you have external textures or skyboxes loaded. I had noticed this before and coded a workaround, but some extra code I since added didn't take account of this and tried to reference a NULL texture object. So that's also fixed now.
The weird thing about these TGAs is that the old Quake TGA loader handled them fine, but yet they're definitely semi-corrupt and it's definitely a content bug. You can see this in the file sizes and if you open them and re-save them in an image editor.
The MDL lighting code works fine on ps2.0 hardware, branching and all, but is somewhat slower. This needs some more work to get it back up to speed, but on balance I think that the next beta can go out with it as is.
Monday, February 28, 2011
DirectQ Update - 28th February 2011
Posted by
mhquake
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1:00 PM
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3 comments:
Good to hear you found the root of that crash problem! I will still see if we can fix the maps I mentioned before, just so this won't cause any trouble in other clients or future releases..
Cheers!
I think it's more like to be a check that I missed from the new code that's already present in GLQuake. It is also a bug in e2m3 after all.
ah! that "starting the map looking down at an angle" but has bothered me for years. Glad to know it's fixable.
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