Here be the link: http://directq.codeplex.com/releases/view/68306.
This updates the previous test with more fixes and improvements. As it's still a test release it doesn't supersede the final 1.8.7 as the recommended version (it is hoped that the next one will).
Tuesday, June 14, 2011
Release 1.8.8 Test 2 is Out
Posted by
mhquake
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2:32 PM
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7 comments:
works very nice here. few hicks depending on the ground angle. great work.
For some reason the directq.cfg file does not get executed on startup..
This build seems a bit smoother again then test 1, so still heading in the right direction :)
The new player skin thingy has the side affect that some colors are (effectively) no longer indistinguishable from one another..
Like yellow and gold, purple and pink.. Not a showstopper, but still..
(maybe its just that the gamma ramps don't suit my CRT screen)
"works very nice here. few hicks depending on the ground angle. great work."
Yeah, I've noticed that too in some maps. I may need to smooth client movement over several frames or throttle back input so that it's at least some multiple of the server framerate; not totally sure yet.
"For some reason the directq.cfg file does not get executed on startup.."
Interesting. I did make a small change there so ta for the heads up.
"The new player skin thingy has the side affect that some colors are (effectively) no longer indistinguishable from one another..."
It's currently just using the brightest colour in the palette range but I'm suspecting that either taking the middle, averaging over the range, or doing a lookup into another texture based on intensity may be better solutions. The third option is going to have the best accuracy, but at the expense of a few more shader instructions. (Personally I think it's already fast enough and I can afford that expense...)
I spotted something super-obscure involving joystick + lookspring ...
DirectQ 2011-05-07 Source Code\DirectQ\in_win.cpp(921): if (!lookspring.value == 0.0) CL_StopPitchDrift (); // Baker: <--- if statement typo
DirectQ 2011-05-07 Source Code\DirectQ\in_win.cpp(977): if (!lookspring.value) CL_StopPitchDrift ();
DirectQ is my favorite source port of Quake by far.
In the last few builds I have noticed the following bugs:
After playing for a good while I sometimes get stuck especially on stair and have to restart the game to fix it, or sometimes the noclip command will fix it. Could this be caused by addons?
music volume and water alpha do not save to the config because they are back to max when I restart the game.
My AGP 7600GS card supports 1280 by 1024 but I never see that option in the menu.
Windows XP SP3
Athlon XP 2500
Nvidia 7600GS
1.5G RAM
Thanks for all of your hard work on a great Quake engine!
"After playing for a good while I sometimes get stuck especially on stair and have to restart the game to fix it, or sometimes the noclip command will fix it. Could this be caused by addons?"
More likely a timer/physics glitch. I'm run it myseld for periods of an hour or so, but floating point errors may mount up beyond that. Try dropping host_maxfps back to 72 (if it's higher) and see if that resolves it. If so, then it confirms my guess.
"music volume and water alpha do not save to the config because they are back to max when I restart the game."
I'll fix music volume but not water alpha because there are loads of maps that don't have translucency info and saving it would break on them. I really need to do an update outlining my position on this because I get asked it quite often... ;)
"My AGP 7600GS card supports 1280 by 1024 but I never see that option in the menu."
The menu just shows modes that D3D tells it are available, so that one's more likely a driver bug. If you're running your desktop at a lower res it won't show though (there's a reason for that too but not enough room here; I'll add an explanation to the next update).
"if (!lookspring.value == 0.0)"
Wowsie, how did that happen? Pitch drift is gone from the current versions anyway; no big deal.
I'll fix music volume but not water alpha because there are loads of maps that don't have translucency info and saving it would break on them. I really need to do an update outlining my position on this because I get asked it quite often... ;)
How about a set command?
r_wateralpha .5 (not written to CFG)
set r_wateralpha .5 (written to CFG)
This'd give us the ability to effectively have it both ways — the ability to be cautious yet also the ability to be reckless (when desired).
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