Get it here.
I expect that there will likely a 1.7.666c as things shake out of this one, but overall I'm quite a bit (lot!) happier with the code than I was for the previous release.
Wednesday, December 9, 2009
1.7.666b is out
Posted by
mhquake
at
8:22 AM
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7 comments:
Good stuff!
I've been playing for a couple of hours with 1.7.666 online and I really like it!
It's no proquake (yet) in terms of convenience features but I love the visuals, and it is at least very usable now! (no real show-stoppers, except for the lack of RCON, but that is only a problem for admins ;)
The water warp is perfect even with hlsl 0 and gl_subdivide_size 4096 so thats a performance boost!
Speaking of performance.. FPS is still quite unstable, ranging from 30 to 500 when unlocked, depending on how much fighting is going on.
Anti-Aliasing works fine on my Nvidia GF6800GT but not on the old GF5200FX (i'm guessing it's a driver issue). Funny enough, it seems that DirectQ performs better when I set AA/AF both to 4x in driver compared to both OFF. That is, it does not seem to be any slower but FPS does seem slightly more stable. Kinda odd, but I'm not complaining ;)
The player color issues seem to be resolved although the gibbed player-head still looks like this when the player has not respawned yet. (I kinda like it though, for it's easy to see who's head it is: "it's not a bug, it's a feature!" ;)
All in all, I'm loving it :D
For clarity sake: I meant to say DirectQ 1.7.666b
Odd that, I've also noticed that performance is better with AF x4.
..For what its worth I wanted to checkout the the Remake Quake Winter MP Demo with DQ. It seemed to work fine with DirectQ v1.7.3, but realizing there might be a newer version of DQ out I came, saw, & grabbed 1.7.666b. After this on a few maps I saw a LOT of this:
http://i.imgur.com/VpPFG.jpg
..dm7rq crashes to the console directly after loading(the spawn next to the Cauteriser). dm6rq crashes when teleporting into the area up the pipe where the Cauteriser weapon sits. So some how I guess the new weapon is causing the crash back to the console.
That appears to be a problem with the FitzQuake protocol (I'm guessing that you're playing offline). Try setting sv_protocol to 10003 and see if it happens.
I haven't tested DirectQ with this pack yet as it came out between releases and I was busy with other stuff.
..Playing offline yes, sv_protocol 10003 yes, still crash yes...
..It's not the biggest deal in the world, since this is a work in progress. I just wanted to point it out in case it was an actually bug with DQ. ;-)
Nah, it's just that you're the second who's reported this crash (or similar) so I'm curious if they're related.
I've run through both of those trouble spots with the current build of c and all seems well with them, so hopefully when that gets released (in the next day or two) it'll be a fix for you.
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