OK, I mentioned that there were a few bugs I needed to track down, and one of them - thankfully the worst one - has now been fixed.
I had partially implemented the Rotating Brush Models fix way back some months ago, but had never fully linked in the code as there wasn't really anything to test with at the time. For 1.8.666 the timing was right, a good QC method of handling the entity had been devised, some test maps emerged, and I finished off the code.
Unfortunately there was something weird elsewhere in my code causing the player (that's you!) to be thrown into the solid leaf when you clipped against a rotating brush model. Not a nice thing to happen in other words.
This, by the way, ties in with a more general clipnodes bug in my code that I had seen once or twice before, but that was quite rare (it only ever happened on one map, and even then did not happen consistently) so I didn't bother fixing it (some bugs are just like that, alas! No, I don't like it either.)
Fortunately however, the old world.c (sv_world.cpp in my code) was one of the files I have changed the least in DirectQ so I was able to go back to a known-good version, bring the working code over, test, bring on the most critical of my changes, re-test, and eventually got there.
It's nice to be able to finally wave goodbye to this one.
Friday, July 16, 2010
Softly Softly Catchee Buggee
Posted by
mhquake
at
12:15 AM
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**looks at the title of this post, and then imagines you carefully and gently catching a ladybug, or some other kind of little insect** Weird title, but good that you're softly catching the bugs in DirectQ. It'll be interesting to play Hexen II when support is added for it.
Hmmm... can you imagine going so far as to design a Windows GUI / Shell with the DirectQ Engine. HA! Think of that: DirectQ.exe as a replacement explorer shell; you as the player move about, interact with, and "use" items in Quake's game world to access your files, etc, etc. Or perhaps a spectacular 3D Desktop using Quake elements. Weird, but cool thought...
I always a text editor where the console is, and a compile & restart impulse so you could mod quake from within quake.
Though I guess a scripting language like luau would be better for that
To be clear I wanted that as an engine devoted to that sort of thing, not here.
Also glad to see rotating brushes is off the list.
Interesting ideas, so here's my position on them.
I think the "3D environment as desktop" concept is dubious. Every few years it comes up, and it would certainly be an attractive shell replacement, but ultimately the purpose of a desktop is to be functional. The danger of creating another Microsoft Bob is very high here. It's been tried with Quake before (way back in 2002-ish) and it didn't get too far; Quake is just too primitive to support it well.
Generally I don't like editors integrated into the engine. The one exception to that is that I would love to integrate QCC into the engine, and have it able to run raw, uncompiled QC. This would be a real benefit to the modding community, as you could modify monster behaviours on the fly, for example.
It's well beyond my current ability however. I simply don't know enough about QCC to do this right now, and I would be always playing catch-up to those who do. If the maker of a well known and well respected QCC was agreeable to work with me on this one, I would definitely be interested in any proposals they come up with.
The only one who comes to mind is FrikaC.
But that would be sweeeeeeet.
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