I'd intended for a new release to be out roundabout now, but what with one thing or another this wasn't to be, and nothing much has been done for the past week or so.
Right now I'm curious about how people would like to see the next version pan out. We have two options available to us.
Option 1 is that I could roll up everything I've got ready, do a bit of a push to get it releasable over the next few days, and put it out. That would be much the same as what you've currently got with some tweaks, bugfixes and improvements present.
Option 2 is that I could start tackling the video code and beat that into the shape I want it to be in. This is long overdue, needs to be done sometime soon (especially as window resizing has exposed quite a few things in it that need fixing), but will obvious mean that you'll need to wait longer before you get anything.
In both cases there is also a major block of RMQ work coming up that I need to devote time to, so I'll be ping-ponging back and forth between the two; basically using each as an escape valve from the other for when I get annoyed/stuck/burned-out/whatever.
So, which option?
Thursday, June 23, 2011
DirectQ Update - 23rd June 2011
Posted by
mhquake
at
10:34 PM
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I'd say go for option one.. mainly because the current latest release does not load directq.cfg at start-up, and it gets a little annoying for me to manually execute it every time.. but that is just a purely selfish reason :)
I don't mind waiting some longer though, after all there are plenty alternative releases to use for the time being, so if you feel like tackling that video code, then by all means, do so ;)
Without loading the directq.cfg, the graphaics seem much more colorful now, much less saturated. I notice especially the 2 13 color of DM players, the shorts are much more blue, deeper blue. Perhaps this is related to something I have in the directq config thats not being loaded, or new graphics changes? Either way I really like the look now, it looks more real.
Also, my requests are only 2 remaining things to make DirectQ DM competative. A full time timer up on the status bar like proquake has, and a way to make the eyes larger.
On that note though, how can I make it so my whole screen doesn't get saturated when I do have the ring of shadows? It makes it very difficult to tell friend from foe.
Other than that, I love DQ! Thanks a bunch MH.
-Magnus
Dammit, almost forgot the eyes again!
OK, I've reverted the code to the very same way that GLQuake did it (and that ProQuake does it). There's a very serious problem with them which is that the QC also messes with the positioning of them, so a straightforward scaling that works with every single other model type won't work with them.
What I'm going to do is find out just WTF QC does, undo it in the engine, then scale normally, then redo it. That should fix things once and for all.
I'm also going to allow you to rescale them to any size you want (gl_doubleyes 50 if you want for 50 x size).
gl_polyblend 0 will turn off the saturation, but I should probably allow values of gl_polyblend between 0 and 1 for intermediate levels.
Ahh ok thanks on gl_polyblend. You know, I think I turned it back to 1 because on Tremors DM server he allows it where you can actually see the quad/pent glow for players on the other side of walls, etc.. so You can fire some early rockets before a quad guy makes it into your room.
Thanks as always!
- Magnus
OK, eyes are fixed. You'll be able to set gl_doubleeyes 1, 1.5, 2, or whatever to control the size of the eyes, and they'll be positioned correctly for any size.
gl_polyblend is also now on a sliding scale so if you want some screen tinting but not too much you will be able to set it to 0.5 or something.
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