Have fun.
Like I said, there may be some bugs in it that I've missed. I think a reply to this post is probably the best place to report them.
Still no Windows 98 build by the way, as a grant total of zero people requested one for 1.8.3c; this leads me to suspect that my theory about the few who downloaded my previous Windows 98 build might be correct...
UPDATE
A player skin bug got through, so I've put up a patched version of the executable, together with the source code change (in the same archive) needed for the patch. 3 lucky people now have a unique limited edition of release 1.8.4; everyone else gets the patched version.
Tuesday, June 1, 2010
1.8.4 is out
Posted by
mhquake
at
9:14 PM
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18 comments:
I have to say, I love this engine. Just got a Radeon HD 5870 and some other new hardware. I've never seen the framerate drop below 200 FPS.
The smoothness is just incredible, as far as I'm concerned this engine is unmatched in terms of faithful looks and getting the most FPS possible for online play :p I wish I could have caught a demo of the massive owning that went on during an ultrav FFA. Having such a solid 200.0 fps makes for very good Quad+shaft kills ;)
Just downloaded the new 1.8.4 and I've noticed some problems with player skins. I'm sure others will post about this as well. Here are some screenshots I just took:
http://www.exoload.com/610/Quake0000.tga
http://www.exoload.com/610/Quake0001.tga
I thought I had that fixed!!! :(
Oh well, one for the list. Thanks for the positive comments too (the beer is in the mail!)
OK, I've put up a patched version.
Got it, cheers! Will test and post feedback later..
There seems to be something wrong with luma textures on BModels.
http://img80.imageshack.us/img80/381/quake0005.jpg
The cross on the medipack should be glowing red.
I found "r_lumaintensity" was set to 0 but changing the value (and restarting the renderer) didn´t seem to do anything.
No big deal ´cause i normally use another set of bmodels,but accidently i had these in yesterday.
Custom crosshairs work like a charm, however I noticed that when switching from linear texture filtering to nearest neighbor filtering, it won't switch back again to linear filtering...
I remember you writing about how linear filtering should not be used for EVERYTHING, and I could not agree more! Is there a way to use gl_nearest on the 2d hud/text/crosshair stuff only?
(or is this scheduled for 1.9.x ;)
Apart from the texture filtering issue all seems to work fine for me, great stuff!
@Pottenham: looks like you may be either missing a luma texture, or else you have a pack where the lumas are designed for the blend mode that other engines use (DirectQ uses a different blend mode here).
I'll probably end up needing to cvar-ize the luma blend mode as DirectQ uses ((lightmap + luma) * diffuse) whereas most other engines use ((lightmap * diffuse) + luma) which can potentially cause this kind of thing.
@peg: right now setting gl_conscale 1 will use the D3D equivalent of gl_nearest on those textures only, but obviously it will draw them a lot smaller. I hadn't thought about having separate modes all of the time, but it's an interesting idea.
I guess it's kind of heroic to offer support for Windows 98 users, but at this point I'd be sorely tempted to let them fend for themselves. There's no question that it's a nice gesture - anyone out there limping along on an older Matrox card finally has a port that won't throw up the horns just long enough to barf pure disappointment all over them - but I'd probably just compile this version for them, and put it up as a "best of luck to you!" gesture.
Heart's in the right place, though. It's touching in the same way as Classilla.
@Nyarlathotep: that's pretty much what I'd do (and did last time) - "best of luck but you're on your own from here on". ;)
There is a very small overhead in making these builds - just compiling on a Windows XP/Visual Studio 2003 VM - but I don't have a functional Win98 machine (not even a VM) to test on so I have no idea if they even work!
What I found interesting is that nobody who downloaded the last Win98 build gave me any feedback on whether or not it even worked, and nobody requested a Win98 build of any subsequent release.
My suspicion is that none of those who downloaded it even used Win98. I know that some Q1 users seem to think that mouldy old software is somehow "better", so I suspect that they were all XP users (who grudgingly upgraded just to get drivers that work) who downloaded it thinking that a Win98 build would be likewise somehow "better".
I could be wrong, and if I am I'll cheerfully admit it and will look to provide more builds in future.
It just occured to me that they wouldn't still be playing Quake if they didn't!!!
Clarification: I meant "better" precisely because it's mouldy and old, even in the face of it being demonstrably worse from all other viewpoints.
I understand the value old applications can bring to the table and get irritated if Vista/Win7 can't run the odd piece of software, but clinging to Windows 98 like a plank of wood in a terrible storm is just witheringly sad. For some people keeping around a Pentium III with a Voodoo2 SLI and a Geforce2 is a good solution to running old games, but the ones who spend money on pimping their ancient rig, *refuse to buy a new one under any circumstances*, and bitterly screech when they get malware infections make my head spin 'round and 'round.
No, I'm not bitter. *snerk*
You said it better than I did. ;)
mhquake said:"...looks like you may be either missing a luma texture, or else you have a pack where the lumas are designed for the blend mode that other engines use."
Pottenham:
The luma textures are in place.
But I don´t know if this is worth fixing.This is the only bmodel.pak that i ever found that has extra luma.textures in it,and i´m not even using them.
DirectQuake doesn´t need to support everything,right?
All other bmodels and everything else that i have checked since Release are working just fine.
Right now this seems to be the Engine that i´ve been waiting for for years.Great work,Man.
Well first i have to say that this is a brilliant engine.
I have one small problem though, When connect to a server it say connection accepted but yet i stare at the console. It is as if im not connected. I installed all driectx9 and visuall c++. I unblocked it in my firewall and still nothing. Can you help please.
1.8.4 is the most stable version yet. All the texture tearing on the geometry I was enduring thanx to a crappy GF 5200 card is gone, save for a slight amount on the splash screen at the end of a level. This is superb work mhq.
And now, for something almost completely unrelated, the ReactOS now has D3D support on one of the latest trunk builds.
http://www.youtube.com/watch?v=k3WOFaGkq_Y
@Nitro - posted a reply on QuakeOne.com
Nope still nothing sadly
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