Palette mod
To exchange the palette i create a palette.lmp from a jasc format .pal file with palette converter v1.2 for quake (old dos tool but works fine) i then open pak0.pak in ID1 with pak explorer,delete the file before pasting in my new one (pak allows same name files so it needs to be deleted first)
then i start winquake,gl quake or whatever and see the colors changed to the new palette but when i start directq it just looks as if i didnt replace it
edit: tried adding it to a new pak in a folder used with -game but it doesnt work with directq either
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Just tested it with a custom palette myself; it worked fine.
Can you describe how you're replacing the palette in more detail? Is it in the filesystem, in a pak file, etc? There is a difference in how DirectQ handles files here that may be the cause. Also - are you using a different game dir or putting it in ID1?
Otherwise the palette loader just goes through the exact same file loader as anything else in the game, so if you can load any file you can load a palette.
Is there a changelog? Not for a long time - I've been remiss in keeping one. Most changes are just documented as they happen on my blog.
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Ah, i see interesting with the megatextures though. maybe in the future
As for the palette.lmp: when i exchange it with a custom palette directq color is not affected just looks the same
how can i make directq use a custom palette ? (the one from pak0.pak i exchanged)
i have no difficulties getting the custom palette to work in fitz,gl and software/winquake
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It does actually load palette.lmp, but the code is hidden in the WAD loader. Doesn't touch colormap.lmp though. (There is also a hard-coded Q2 palette in the texture loader for .wal files, which may lead to some confusion.)
Doing an exact software-Quake-alike is possible but it's a lot of work and would need a total rewrite of some code. What you're actually talking about here is megatexture, which software Quake's surface cache is the direct ancestor of. The way it would work is to create a really big texture, then eval the colours to draw from colormap.lmp (using the exact same surface cache code as software Quake uses) and write them into the really big texture. It would have all of the benefits and drawbacks of megatexture, of course.
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it should never display any other color than the ones specified in the original palette.lmp (directq doesnt make use of the palette.lmp in pak0.pak at all which can lead to problems with mods btw)
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256 Color mode
MH Could you please add a 256 color (or lookalike) mode that makes directq look exactly like software quake? i hate how in 16bit+ gl/d3d there is no real darkness it has an "surfaces with light shun onto" look rather than software quakes rough style where everything seems to be one picture and it has real darkness plus the limited lightmap shades make everything look more detailed in 256 color software
hard to explain but obvious if you compare the two. i dont know if this is possible but would be great
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DirectQ already became my favorite quake client. it works great in 3D vision and with all the extra gamma options you are sure to get quake running how you want it to look which we all now can be tricky due its lowly lit graphical appearance
the only problem for me is the sinking bug which can break a whole level progress if you save after it happened (you dont always notice the sinking at once sometimes only parts get broken or invisible walls arise) usualy followed by the sound of all enemys in the level gibbing at once so if you hear it splashing beware with saving and make sure first it hasnt happened
anyone else having this bug? i play a lot of quake sp and in big levels its more likely randomly to happen than in small but does not mean it wont happen in small maps at all
Please add a metal shader like the software quake one for the axe/quad/weapons
i think that might also fix some black objects like in shrak (which seems to run best on directq of all other clients, no missing gib texture) the shotgun pickup or this one picture with the fan in the other thread but thats just a guess.
I love the underwater shader in directq! even if its quite eye bending with 3d vision
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I'll check out the sinking problem, thanks.
Wasn't aware of the CD problem. It's not that big a deal to rewrite the code to use something other than MCI, and the only reason I haven't done so to date was a case of "it's not broke so don't fix it". Obviously now that I'm aware it is broke, I do need to fix it.
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CD Audio
CD Audio does not loop/silence after track is played 1 time
This is a problem of original and ALL quake ports as of this day:
In Win7/Vista the MCI is broken (commands work but it does not MCI NOTIFY SUCESSFULL quake after ending to play a cd audio track which is needed by cd_win.c to loop/play the track again)
hexen2 and quake2 and all other games using MCI for cd audio play suffer from the same broken MCI
This problem has been around since vista so apparently Microsoft is not fixing it that means for quakes cd audio to work right cd_win.c needs a rewrite to directsound or another cd audio playing solution
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Big problem with big maps
Hello i love directq because it lets me play quake in nvidia 3D Vision i cant use any other client because that needs direct3d
I am having this problem where on big maps the environment collusion somehow randomly gets broken and every enemy/player slowly sinks into the ground and dies
and it stays like this until i close and restart directq (save load does not bring back collusion)
i am having this issue mainly on big mapsizes i played The Unforgiven and on the last huge map i had to restart directq about 10 times for an hour gameplay
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If it wasn't for MH's DirectQ, I would have quit quake when I upgraded to Windows 7.
I can't say enough great things about DirectQ!
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Thanks for taking the time to respond MH. The card, in fact the whole PC, was one of my training pc's from around the office hence it's low spec. At the time it was a case of either the kids eating or me upgrading. hmmm that's a toughy.. it was a difficult choice but alas the kids won
I know what you must be thinking, "this man just has no sense of priorities".
I must be honest, I had no idea that the cards were now so cheap so fortunately as my position has now changed I'll remedy that ASAP and feast upon all your DQ scrumptiousness
Keep up the good work my friend.
Kind regards
MontyLast edited by Mr.Burns; 09-19-2011, 03:06 AM.
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A GeForce 4 MX won't be able to run it - two texture units, no shaders. DirectQ needs at least 5 texture units and shader model 2 (3 is better) support. That card was crap when it was originally released, and is even more crap today. Not certain why it gave you the unhandled exception message though; it should be something more descriptive. Even spending beer money on a GeForce 6600 GT would be a worthwhile upgrade and will get you all the shader model 3 goodness.
The memory flags have no effect by the way; DirectQ has a completely different memory system and they don't need to be used. You can still use them if you really want but they'll do nothing.Last edited by MH; 09-18-2011, 06:52 PM.
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I thought I would take R00k's advise to give DQ another go and just downloaded the latest version.
Now it's probably just me or my ageing [but hopefully soon to be replaced] desktop (Win XP Pro, DirectX 9.0c, Gforce 4 MX440 64Mb) , but unfortunately I encountered an error when I tried to run it (see attached screenie). I downloaded and installed the latest edition of Dx (and ran dxdiag to make sure it had taken effect). Fortunately I already had the Visual C++ 2008 Redistributable(x86) on this machine.
I've heard such good reports about the newer version of DQ so if MH happens to come across this page and it's something simple I'm missing or doing incorrectly I'd be grateful if you could fill in the gaps
. This is assuming of course that it will run on an older machine such as mine - if not then there's no harm done as I can always stick with Qrack, EngineX and PQ 
Update:I've noticed the 2 memory flags I've inadvertantly left in the command line and wondered if that was grenading DQ. Unfortunately changing it to "directq.exe -nocdaudio -width 640 -height 480 -bpp 32 -heapsize 131072 -game directq " didnt help
Kind regards
MontyAttached FilesLast edited by Mr.Burns; 09-18-2011, 04:58 PM.
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