Saturday, May 7, 2011

Release 1.8.7 (2011-05-07) is Out

Here you go.

13 comments:

Ron said...

No FOV fix in this release?

Anonymous said...

With this version and using the quake retexturing pack, the console background now shows the regular q1 console background and not the nice one in the retexturing pak.

Also, now, rockets seem to have this HUGE WHITE glow around them that is 100% SATURATED WHITE. Looks like you're shooting huge pingpong balls. FPS drops to almost nothing, play gets very jagged when you're being shot or shooting.

Had to drop down to the previous version. Was hoping to use this version for the eyes fix.

- Magnus

mhquake said...

I've temporarily disabled external textures on console, menu and HUD graphics because of another bug. Better to not have them at all than to have them but not working right (having them working right is best - that'll be in the next).

For the huge white glow thing, set r_coronas 0 and gl_flashblend 0. There's obviously a hardware incompatibility with the way I draw them so you'll need to disable them.

Remember - you don't need gl_flashblend 1 for DirectQ. It's not GLQuake.

mhquake said...

"No FOV fix in this release?"

Forgot. Next one.

Anonymous said...

I have an ATI 5870 card. Using the same configs the april release works fine, its just todays release.

I'll try your fixes later.

- Magnus

mhquake said...

If that doesn't fix it could you post a screenshot somewhere so that I can see what it looks like? Just in case it's something else...

Anonymous said...

gl_flashblend was 0.
r_coronas was 1, setting it to 0 fixed it.

It works fine in last months build. I like the coronas. :(

- Magnus

mhquake said...

That's annoying as I don't think that code had changed at all. I'll probably temporarily remove the coronas if I can't find a fix; I'm starting to think that I really need to get on ATI hardware for more solid testing, there's obviously a lot of things that NVIDIA just lets pass without error (I've found a few).

Gonna try a few tests with the debug runtimes to see if they throw any errors.

mhquake said...

Nothing from the debug runtimes, but I'm suspecting that the memory I was using for coronas changed from being safe to use (as in: I wasn't using it for anything else) to unsafe (I started using it for something else) between versions.

I need to rewrite the corona renderer anyway, so now might be a good time to do so.

mhquake said...

You may also want to check the values of r_coronadetail, r_coronaradius and r_coronaintensity by the way. If they're not at the defaults (16, 1, 1 respectively) then put them back.

Just rewritten them anyway; the new code is hellishly cool. ;)

=peg= said...

Nice performance gain in this release (again!), however, for me at least, it is just unplayable, due to the un-smooth (kinda like cl_nolerp 1) experience in both single and multiplayer..
I figured it had to do with the timers and my screens refreshrate (85Hz), so I tried to use 60Hz instead, but that just made DQ crash on startup ("3d3 failed to initialize device", or something along those lines).
Using various values (99999, 500, 250, 125, 85, 72) of host_maxfps did not seem to make any dif either.. (if any, lower fps made it worse). Using vid_vsync did not seem to change anything either..
host_decoupletimers 1/0 -> no dif..

Maybe proquake angle precision is rearing its ugly head again?

Anyways, I'll stick to the previous release for now.. Hope this helps sorting it..

Oh, just one other minor lil' detail ;)

mhquake said...

If that's what I think it is, then it'll be fixed in the next one.

Fixed the other little prob too.

Now just need to do FOV too.

John said...

This is terrific. I've just found your blog site while searching for the old Tenebrae mod for Quake. It's like going out to find a '95 Nissan Maxima and tripping over a Lamborghini with the keys in it. :) Awesome work! I can has impress.