Wednesday, October 21, 2009

And it's out!

Get it here.

If you're the first person who downloaded it you get a special prize! I forgot to include the change log with the executable download, so you now have a unique collectable item - the only DirectQ 1.7.3 executable download in the world without a change log included! Keep it for 20 years then sell it on eBay!

Everyone else gets the standard release with a change log.

4 comments:

kempie said...

Bugger, I was the second person to download it :p

xaGe said...

..Having graphical issues after closing out DirectQ 1.7.3 The screen goes all neon pinky vomit..lol Its not something I can take a screen shot of because it looks normal when I try to printscreen. Camera pic:

http://img23.imageshack.us/img23/3715/1021092340.jpg

..If I run FTE or DP after this then quit the screen returns to normal.

=peg= said...

Great stuff! I love the .pk3 support! Dm2 with rygel textures and mhlight .lit rendering at a steady 200 fps, now that is sweet!! ( screenshot )

I did notice something odd with sv_protocol 10003 however:
It seems as tho player movement is a bit choppy (zig-zag-ish)
You can see this when loading up dm2 and moving in a straight line towards one of them fullbright rune signs.. to see it even more clearly, walk forwards in a straight line but only tap the forward key to move a very short distance every time.. the wall seems to wiggle a bit!
This does not happen with protocol 15 (not tested any of the other protocols)

Menus work fine, good job on that!

A few suggestions tho:

In the namemaker:
Make keyboard strokes (the arrow keys) auto-repeat (or better yet: make it mouse driven)

in the hud menu:
Make the entire statusbar moveable as one block (I said this before, just a reminder)

Oh, and I noticed that typing deathmatch 1 in console does not actually change the mode to multiplayer DM.

Any chance you could make the client render the actual playermodel in the auto-map screen (rather then "<-you are here")?

I still love to see proper multi-player support..

By that I mean:
Any client that pretends to support online multiplayer, should at least live up to proquake350 standards, for anyone to actually use that client online..

The most important (show-stopping) features are:
- bestweapon command
- .loc support (and the various %l %h %a etc etc string replacement features for say_team binds)
- better angle quantization (already covered, yay!)
- some way to set maxfps (already coverd, yay!)

Less important (non-show-stopping):
- scoreboard ping times
- longer text lines in message mode
- afk behind names (qc thing i think)
- iplog
- other stuff i forgot ;)

Now, I know you feel that bestweapon belongs in progs.dat but I beg to differ..
The PLAYER should be in control of weapon selection and not be dependent on how the mod implements this.. proquake's bestweapon command gives the player back control over this, and quite frankly, I could not play without it. (or at least, not without resorting to a very clumsy noob setup..)

Anyways.. two thumbs up for all the hard work you put into DirectQ!
I really like this client and I think it has great potential to be the best all-round client out there! Also, I really enjoy reading your blog, so keep it coming :D

k.r. =peg=

mhquake said...

Some of these are important enough that I'll address them in a full post. Regarding the rest, I think the player movement might be an artefact of a bandwidth saver I added. I'll test and fix. Will also test and fix deathmatch 1. I had the playermodel in the automap before and the problem was that you just couldn't see it most of the time! It made the automap useless for trying to work out where in the map you were. .loc support is something I want to add, as is general ProQuake standards compatibility, but I'm wary of longer lines in message mode owing to the potential for abuse.