Some slight jerkiness in the timers has been fixed so things should now be running even smoother.
One issue with vsync has been fixed. This related to detecting the vsync setting from a video card's control panel, which is not possible under D3D. Ironically, I was able to do it by adding some OpenGL code during startup. This doesn't use anything beyond basic OpenGL 1.0 functionality, so it should be compatible with everything, but it is still quite experimental. I'm interested in seeing how it works out for people.
With r_waterwarp 1 enabled you might have noticed that as you turn around, the warp changes while turning. I had a fix for this, but it wasn't compatible with drawing the view model (which doesn't rotate) so it had to go. The lesser of two evils prevailed I guess.
I've got a slight speedup with fullbright rendering. This goes back to the way 1.8.666 and earlier did it, but it doesn't affect anything else to any major degree.
Some more fixes and updates but you'll need to follow the comments in other posts to pick them up.
I think the next release will happen sometime over the next few days. Stay tuned.
Sunday, March 13, 2011
DirectQ Update - 13th March 2011
Posted by
mhquake
at
6:42 PM
Subscribe to:
Post Comments (Atom)
3 comments:
I'm having troubles with water alpha. Every time I enable it something screws up and the water glitches out.
What map are you running and does it support translucent water?
sounds like the same problem i had. try this: http://vispatch.sourceforge.net/
Post a Comment