Some folks have reported trouble with collisions and sinking into the floor in certain maps/mods - these should now be fixed.
I've added some tighter hardware validation on startup; for the most part it shouldn't affect anybody, but if you've been managing (somehow) to run DirectQ on hardware that is not fully D3D9 compatible, you may not be able to any more.
directq.cfg will now execute properly on startup. It did before, but it was out of sequence, meaning that the settings in config.cfg would stamp over it.
Player skins have been reworked slightly again and now get the proper palette colours. This is going to be a few percent slower than before, but I'd rather go consistently slightly slower than be jerking back and forth between very fast and very slow. bigass1 speeds are maybe 530FPS for me so I don't really think anyone can complain too much.
I've experimented with notifying the player that changes to r_wateralpha don't get saved to your config, but the trouble is that you get this notification for everything that doesn't get saved, including when mods stuffcmd a cvar during gameplay. That's been reverted, and will have to wait until I clean out the video startup code (at which time I'll be able to reliably implement "seta" - right now there are incompatibility problems between seta and the video cvars).
At this time I'd really love to move the video cvars to the registry. That would fix everything more cleanly, and would mean that none of these problems would even exist. I got massive negative feedback last time I suggested doing this however... sigh...
Sunday, June 26, 2011
DirectQ Update - 26th June 2011
Posted by
mhquake
at
8:51 PM
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