New year, more work being done. With the RMQ engine ready for release I'm taking some time to tidy up a few things in DirectQ. Some of the major outstanding defects will need a good many more passes over the code to correct, but we're getting there, slowly but surely.
A texture animation bug where some switches/buttons wouldn't go into their alternate animations has been fixed.
GUI/HUD texture loading has been cleaned a little.
The sound engine is maybe 25% to 50% faster owing to removal of some calculations from inner loops.
I'm considering removing 8-bit/mono sound from the sound engine; this is for the same reason as why I removed 16-bit colour from the video modes - it's now 2012 and everybody has sound cards that can handle 16-bit stereo sound. Retaining a legacy mode that nobody is forcibly restricted to any more doesn't make sense - it's like retaining support for EGA graphics!
Onward!
Monday, January 2, 2012
DirectQ Updates - 2nd January 2012
Posted by
mhquake
at
8:44 PM
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6 comments:
If removing the 8-bit sound support will improve the port's speed and source cleanliness, and source audio can be upconverted with no loss in fidelity, then I say onward and upward. FitzQuake's still around for frankenputers assembled from odds and ends.
Yaaay! Eliminate all cruft! Clean that code! Leave no legacy feature unscathed! ;)
I have an unrelated question. How does DirectQ handle map override dirs for textures within pk3 files?
I'm asking because the QRP_map_textures_v.1.00.pk3 works fine, except it doesn't seem to load any of the map override textures from the subdirs.
An example is the lift at the very beginning of E3M1. plat_top1.tga doesn't get loaded from the subdir in the pk3 file, but neither does it load plat_top1.tga from the parent dir in the pk3; it simply reverts to the original Quake texture.
What's the expected behaviour?
Finally, I just wanna say thanks for an amazing Quake port, and thanks for the long-running development blog, which is always interesting to read.
The expected behaviour is that the subdir shouldn't matter; it should be able to load the correct texture irrespective of what directory it's in.
However, now that you mention it, while I did write this code for on-disk directories and PAK files, I may have omitted to add PK3 support to it.
"...and source audio can be upconverted with no loss in fidelity..."
16-bit stereo has actually been the default behaviour for quite some time now (it may even have been the default in ID's original engines) so there will be nothing new about that. The 8-bit mono options were just there for supporting crusty old hardware that couldn't do 16-bit stereo.
Sorry, I think I'm misunderstanding.
Do map override dirs work at all in DirectQ? What is the overall search path priority for textures?
i.e. if i put textures in a dir named /textures/E3M1, will those textures override those in /textures when E3M1 is loaded?
Thank you, playing Quake again after so many years becouse of DirectQ :)
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