Release 1.8.666a can be obtained from here: http://directq.codeplex.com/releases/view/50335.
This is an emergency bugfix release which fixes a problem where the user-selectable depth buffer format may occasionally cause an invalid device to be created, which may in turn cause texture creation to fail and/or DirectQ to start up without any depth buffer at all. Attempts to issue vid_restart commands while in this situation may send DirectQ into an infinite loop.
Now, back to RMQ...!
Monday, August 9, 2010
DirectQ Bugfix Release
Posted by
mhquake
at
10:13 PM
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6 comments:
Been using this for the last 5 hours or so.. and it appears to be more stable then 1.8.666 but still suffers from the same crash when alt-tabbing.
Also some weird stuff going on eventually when playing online.. I lost connection a few times (or at least partially, upload only it seemed, as I could still see other players moving around but I could not move/chat/reconnect). Might be something else clogging my upload tho.. but who knows..
Here is what makes it crash for me every time:
- start DQ1.8.666a
- start a new single player game (start map)
- press CTRL+ESC to get back to desktop
- press ESC again to close the windows start menu (windows 7 64 bit)
- click on any other app or desktop
- click on DQ icon in taskbar to get back to quake
-> crash :/
Most of the time all is fine when ALT+TAB'ing to get back in quake (scrolling through the active apps to select DQ) but even then it sometimes hangs..
"Something bad happened and DQ is now toast!"
Thats about as much info I can give about the circumstances when it happens.. Hope it helps replicating this and eventually debugging it..
On a more positive note, rcon/test/test2/pq_lag all work fine! And I like the negative health status in HUD ;)
That and it performs like a champ!
(apart from the issues above).
Hmmm - are you using a different refresh rate here?
75Hz (same as desktop)
I can imagine the connection loss may be down to the pq_lag command I used prior to that.. but thats just a wild guess ;)
Thanks again MH for the bugfix release :)
I suspect that I'm going to remove refresh rate changing anyway, as it's obvious that the crashes occur during D3D's "lost device" recovery, and refresh rate is now the only new thing left that could be causing it.
Hi mh, could you shed some light (:P) on this issue? http://celephais.net/board/view_thread.php?id=60398&start=53
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