Quick and easy, but so far the sky and the menu/shortcut key things are fixed.
In the end I decided to impose a minimum of 4096 for the far clipping plane. It's what GLQuake uses, so it's what maps and mods will expect. If geometry in the current PVS is greater than 4096 units away the far clipping plane will be extended as required.
One "new" feature I want to add is showing the mouse cursor in windowed mode if the menu or console are active. GLQuake did this, but it's been missing from DirectQ for some time.
Thursday, December 3, 2009
First 1.7.666b bugfixes are in
Posted by
mhquake
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9:50 PM
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Gah, sorry, I haven't provided any feedback, for I haven't even installed it yet. I downloaded, of course, but was waiting for the weekend. Work, I hate it. Can you make a bugfix for work?
I played the new DirectQ for a while after downloading it, and there was some floor texture clipping in E1M1; the textures could be seen -through- the shadows on the floor and it was kinda ugly. FYI, the system I am playing DirectQ 1.7.666 on is a Toshiba Satellite Notebook with 1GB RAM and a GeForce Go 7300 graphics chip. Not much of a bug report, I know, but it's something.
>some floor texture clipping in E1M1; the textures could be seen -through- the shadows on the floor and it was kinda ugly
That's z-fighting. It's been there since the GLQuake days and there's no definite way to "fix" it, since it's actually more of a level design problem than an engine bug.
http://en.wikipedia.org/wiki/Z-fighting
As promised here is some more feedback on 1.7.666:
General:
- Anti-Aliasing does not seem to work at all (even though I have this forced to 4x in driver). This could be a driver issue, but AA works fine in Qrack1.90.
- It seems that hud_sbaralpha does not save properly (it's forced to either 0 or 1).
- About the tessellation on warping surfaces: I *love* the proper water-warping in DQ, and for me that is definitely one of its strong points, however, I know that gl_subdivide_size can have a big impact on performance in proquake/qrack, so I'm guessing the tessellation of warping surfaces in DQ could be responsible for FPS drops in some parts of maps. Maybe you could make a scale/size slider in the effects menu to allow for some larger sub-division size?
Multi player (online):
- Scoreboard does not work properly (it seems player names only show up for players who joined the server *after* I connected). Also, the final scores (at intermission) do no show any names and frags at all.
(I'm guessing these scoreboard issues are down to the proquake messaging system not being fully supported yet)
- I would strongly suggest disabling the use of r_wireframe in multi player mode, for this is a major wall-hack ;)
- Although I really like the visuals in DQ1.7.666 (colored lights with a little fog), it makes players and items very hard to see (compared to proquake/qrack anyways). The way models are lit in DQ1.7.666 is very good for single player mode, but rather disadvantageous in multi player mode.
The only real solution to Z-fighting is to rebuild the maps. Remember that Q1 was originally a software ONLY game, and so it does some things that don't play nice with hardware.
I haven't tried anti-aliasing, but could you confirm if this is new or was in previous versions?
Good suggestion re: r_wireframe in multiplayer mode.
Toggle the value of r_instancedlight to restore the old ammobox model lighting style (should I make this a default for multiplayer?)
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