Friday, February 26, 2010

Almost March...

And once again I've done nothing since the last post. Well I did say that I was going to collapse for a month after getting 1.8.0 out - plus there's lotsa Real Life to catch up on, and generally having a good time (despite the appalling weather we're currently getting).

Right now I still can't make promises about when I'm gonna be picking things up again, but overall I'm of the opinion that the current break is a Good Thing for this release in that it gives bugs and required features a chance to shake out of the ether.

There will probably be something that's not DirectQ-related happening shortly, however. I'm not quite ready to say what it is just yet, but it will most likely happen sometime early next week.

I'll continue posting the occasional status update to confirm that I'm still around and haven't given up on this, and as soon as I do pick up again the first place you'll hear about it is here.

6 comments:

Anonymous said...

I've just tried running DirectQ for the first time, and v1.8.1 gives me a "Quake Error" popup with the message "COM_HashData: CryptAquireContext failed".
The older v1.7.666c seems to run fine for me though.
I downloaded the latest version of the DX Redist, and I already have a whole bunch of C++ 2005/2008 Redist's installed.
I run Windows XP 64bit SP2.

mhquake said...

That's odd as that code didn't change between versions. I've reverted 1.8.2 back to my old RSA-derived code anyway.

Coranth said...

Woooh... Holy banging Banhammers, Batman! MH is back!

kempie said...

"Something not Direct-Q related" ... That is a tease and a half from the man that has brought us MHcolor, directq 1 and 2 and other bits and bobs. Can't wait to see what it is

Cheers, kempie

Ps you made a comment on i3d about how you think mdl interpretation should be re-done from the ground up. Has this been done in DQ and if so, is it in a form that would be possibly included in another engine?

mhquake said...

The only major change to model interpolation in DirectQ is that a lot of code that is normally in R_RotateForEntity moved to CL_RelinkEntities; this is very do-able in other engines.

kempie said...

Excellent - interpolation is going in early next week. The other priority is figuring out how to have a single exe that will run the base game without the mission pack as well as the MP. After that will have a play with your D3D wrapper. Any chance of a little tute on your current gamma implementation?

Cheers, kempie