I've resolved many of the problems that were reported with 1.9.0, and - despite being unable to reproduce the problems myself - have identified probable causes for some others, so it's looking as though the patch release will be able to come soon.
Tuesday, May 1, 2012
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UDP Initialized
WIPX_OpenSocket: Address family not
supported by protocol family
WIPX_Init: Unable to open control
socket, IPX disabled
Exe: 12:53:59 Mar 12 2012
64.0 megabyte heap
Video mode 1024x768x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: GL_EXT_swap_control
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 256 samples, 2 channels
SDL audio driver: dsound, 16384 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 2 CD-ROM drives
CDAudio initialized (SDL, using G:\)
CDAudio_Init: No CD in drive
========= Quake Initialized =========
execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
Loading game from ./honey/s2.sav...
Warning: 45022 faces exceeds standard limit of 32767.
Warning: 56177 marksurfaces exceeds standard limit of 32767.
Warning: 45508 clipnodes exceeds standard limit of 32767.
FITZQUAKE 0.85 SERVER (27698 CRC)
For some reason my previous post didn't post. I played CZG's sweet, two map pack called Honey and in the second map, near the end mouse and keyboard input became so slow that I felt I was in thick molasses. Disabling all addons and dropping the resolution and other graphic setting had no effect, whatsoever. I restarted the game in Quakespasm and had absolutely no problems. I realize that this map pushes engines to the limit and Quakespasm has a high default max_edicts limit. I tried that command in DirectQ and it didn't work. are there any commands or cvars that will help with this, or has this map pushed DirectQ past it's limits? The end of the Quakespasm condump previously posted show some warnings about exceeding limit of that engine. Any clues? DirectQ 1.8.8 August. Thanks
DirectQ has much higher limits than QuakeSpasm and doesn't need any manual setting of anything to enable them. It supports 32k edicts and only uses as much memory as is required for each - so no max_edicts needs to be set. Supports infinite particles. No memory limits. Etc.
1.8.8 had an old bug where some particles would continually respawn so that's one possible reason why it would become slow - each frame the number of particles being drawn just increases and increases, and the lack of a limit means that eventually things slow to a crawl. This has since been fixed in newer versions.
Terrific. I am looking forward to a new 1.9.0 release that doesn't crash Windows XP.
Thanks again
Hi. I don't know if it's a bug, but it seems that a sound of moving elevators is not looping properly.
My HW:
CPU: AMD Athlon X2 255 3,1 GHz
GPU: AMD Radeon HD 2600XT
RAM: 2 GB
Audio: ADI 1988 8-channel High Definition Audio
Mainboard: Asus M2N-E
In response to Paar, sounds for moving things don't loop. It's a bug.
I _can't_ wait for the next release! woooooo!
Yes, bug is confirmed and known about.
Two more things – I don't know if it has been addressed or not, but everytime I change water alpha value, save the configuration and then restart the game, the value is back at it's default position. It seems that it's not saving properly to the directq.cfg file.
Also, when the first demo stops playing, the next one won't start.
Sorry if you already know about it :).
r_wateralpha isn't saved to your config file in GLQuake either so that's deliberate in order to be consistent with that.
There are good reasons to not save it - you might switch from a map that has trans water to one that doesn't, or you might play a mod that stuffcmd's the value of it.
I've learned the hard way not to mess with r_wateralpha - too many things can go wrong.
Just pop it into your autoexec if you really want it to stick.
Confirmed the demo loop bug.
I just finished Quake using DirectQ and it was one amazing experience. But I found another irregularity (or is it intentional?).
When you finish an episode, the entire ending text is displayed at once. In the original game, the text is displayed progressively, character by character. Is it a bug?
Deliberate - ish. The original text was too slow, so I looked to speed it up slightly (a long time ago). Subsequent changes to the timing and centerprint functions brought it on. It's something I want to fix, but it always seems to get pushed out by other priorities.
Hey,
Following czg's honey release I got the idea to replay rub2m3.
Right at the start when you drop down into the large hole in the ground, there's a trigger you need to shoot underneath the water surface.
In other engines the trigger is hidden under some boxes and stuff you have to swim around. For me, in mhquake, the stuff isn't visible! All I see is a box of shells. I can feel the stuff is there though. Seems strange?
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