OK, it's past my bedtime so here's what's happened lately:
- Added v_gunkick cvar (default 1 to replicate ID Quake) and moved all kick control cvars to archive.
- Added bestweapon.
- Removed baseline updating from PROTOCOL_VERSION_MH (any demos recorded with this version may become invalid).
- Added +/-quick* commands to keybindings menu and removed ancient/rarely used stuff (keyboard look, look up, etc) from that menu.
- Switched gamma handling from mixed to pure GDI.
- Added say/team %l/%t/etc formatting (made it case-insensitive).
- Added ProQuake message parsing (quite crude and incomplete ATM).
- Added "vid_defaultmonitorgamma" command to revert monitor gamma to linear if it screws up.
- Modified COM_Parse to enable parsing of full lines as well as tokens (for .loc files).
- Added hud_centerhud cvar to control centering of entire HUD.
Other news: I've found out why my D3D8 port was slower: for some reason mipmapping had become disabled in it. I still have the 1.7.3 code (slightly pre-release) ported to D3D8, and will continue to look over it every now and then. If I can get the correct functionality up and running properly, I'll then do another performance comparison and make a decision about porting the main codebase.
3 comments:
Not sure if this is the right place for this;
I can't for the life of me get these monster skins working in DirectQ 1.7.3.
http://quakeone.com/news/site-news/4847-artists-strike-back-ii.html
There are two downloads, .rar and .pk3.
I've renamed the .rar file to both .zip and .pk3 and put them in the Quake\ID1 folder. Nothing.
I've extracted the contents of the .rar file to Quake\ID1\Textures. Nothing.
I've put the .pk3 file in the Quake\ID1 folder. Nothing.
I've renamed the .pk3 file to .zip and put it in the Quake\ID1 folder. Nothing.
I've extracted the contents of the .pk3 file to Quake\ID1\Textures. Nothing.
Am I a total n00b and going about this the wrong way, or does DirectQ not support .tga monster skins?
The replacement textures and skins from the "Quake Revitalization Project" (http://facelift.quakedev.com/) work just fine, in either .pk3 format or extracted to Quake\ID1\Textures.
Any advice would be appreciated.
PS. I also can't get any .png models working either (ie.....backpack)
DirectQ does support TGA (and PNG, JPG, DDS, BMP, PCX and a few other formats) skins, but any pack built for DarkPlaces will likely not be compatible as DP does it's own thing. I need to re-engineer skin support a little so that DQ can play nice with DP skins, so that's a nice reminder of an essential feature for the next version.
..OH oh.. That was one of the things I was going to ask you about! ;-) Skin naming conventions! You may know dp does it this way for models:
model.mdl_0.tga
..and if there are more than 1 skin to the model say like the armor:
armor.mdl_0.tga
armor.mdl_1.tga
armor.mdl_2.tga
..Pain in the butt to implement??
..The thought of having a set of skins renamed for each engine isn't exactly appealing, but a work around I guess if need be. O_o
--x
Post a Comment