Refresh rate changing seems to be a mite unstable on XP at the moment so I've removed the option from all versions of Windows prior to Vista. This may be a "feature" of the older driver model that XP uses, or it may be that I've missed something in my code, but until I know for certain it seems better to play it safe. DirectQ will by default run at your desktop refresh rate anyway, so it shouldn't be that big a deal for most people.
The refresh rate option is also not visible if you only have one refresh rate available.
You should note that DirectQ may report different refresh rates than your Display control panel or an OpenGL engine reports. This is because I use the D3D display mode enumeration functions to retrieve the list of refresh rates; it's just telling you what D3D tells it, and isn't a DirectQ bug.
I've also fixed a mouse input bug when connected to ProQuake servers, so things should no longer jerk around badly when you're looking straight down. In many respects connecting to a ProQuake server is a lot like running a high-capacity map. There are just so many small, subtle, but significant changes scattered all throughout the code (as well as some not-so-small ones!) that it's difficult to say if I've caught them all. It would have been preferable if ProQuake had defined a new protocol back in the day; as it stands the changes practically constitute a new protocol and the differences would have been clearer and easier to pick up.
I'm going to be taking a short break to catch up on some RL stuff, so further work is temporarily on hold for a few days. It's likely that the release will now be pushed back to mid/late July on account of this as well as there being a few more things with it that I need to work a little on. It will be a better program as a result of this, however, so it's worthwhile.
See you all soon!
Thursday, July 8, 2010
Updates for 8th July 2010
Posted by
mhquake
at
6:06 PM
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