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  • Hipnotic Rogue
    started a topic DirectQ 1.9.0 Won't Load

    DirectQ 1.9.0 Won't Load

    I just downloaded version 1.9.0 excited to finally be able to play with my controller.

    Unfortunately, it won't load beyond the splash screen. I get this error:

    D3DHLSL_LoadEffect: Fatal error compliling Master Shader 0
    C:\Quake\memory(642,29): error x3004: Undeclared identifier 'NumBatchInstances'
    C:\Quake\memory(642,8 ): error x3074: 'PartInstancePosition': implicit array missing initial value

    I'm on a Dell Mini 9 with XP sp3 and I have updated to the latest Direct X and the Visual C++ Runtimes.

    Any help would be great.
    Last edited by Hipnotic Rogue; 03-28-2012, 01:56 PM.

  • Legend
    replied
    Originally posted by MH View Post
    That's an error in the shader compiler so can you check that your D3DCompiler_42.dll (also in C:\Windows\System32) is present and correct?
    The file is there. Don't know what you mean though by "correct" or how to tell if it is. There is also a D3DCompiler_43.dll. Actually, there is D3DCompiler_33.dll to D3DCompiler_43.dll. Does that make a difference?

    Leave a comment:


  • MH
    replied
    That's an error in the shader compiler so can you check that your D3DCompiler_42.dll (also in C:\Windows\System32) is present and correct?

    Leave a comment:


  • Legend
    replied
    Was trying to get it working again. Here is the error message I get.



    My sepcs:

    windows xp (32 bit). service pack 3. gateway laptop with centrino duo.

    Mobile intel(R) 945 express chipset family
    Driver: igxprd32.dll
    Vendor 8086 device 27a2 subsys 461107b revision
    loaded d3dx version 42 (d3dx9_42.dll)

    Last edited by Legend; 04-22-2012, 04:09 PM.

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  • MH
    replied
    By the way - if a kindly passing mod wants to split some of this stuff off to one of the other 360 controller threads it would be pretty cool to have all the related discussion in the one place.

    Leave a comment:


  • Legend
    replied
    On the topic of controllers, I found this program

    x360ce - XBOX 360 Controller emulator - Google Project Hosting

    It pretty much tricks the program into thinking you are using an xbox360 controller. I use a logitech dual action gamepad.

    I haven't been able to try it with DirectQ since I can only get 1.8.4 to work for me. But for others who want to try it. I did try it with soulcaster and Doom64EX and it works great.

    Leave a comment:


  • Hipnotic Rogue
    replied
    Sounds good enough to at least try out.

    I've taken your advice re: installing the Intel drivers but no go I'm afraid... I'll just go back to 1.8.8 for now. Thanks for your help anyway.

    Leave a comment:


  • MH
    replied
    360 Controller

    OK, just got to test this out, and aside from two stupid bugs it works. It'll need a patch release, but otherwise it works.

    The default key/etc mapping I'm using is this:

    Left stick: move.
    D-Pad: same as arrow keys.
    Right stick: look.
    Triggers: strafe.
    Buttons: unbound.

    Cvars:

    xi_axislx - action for left stick L/R movement.
    xi_axisly - action for left stick U/D movement.
    xi_axisrx - action for right stick L/R movement.
    xi_axisry - action for right stick U/D movement.
    xi_axislt - action for left trigger.
    xi_axisrt - action for right trigger.

    Action codes are:
    0 - do nothing
    1 - look
    2 - move (fwd/back)
    3 - turn
    4 - strafe
    5 - inverted look
    6 - inverted move (fwd/back)
    7 - inverted turn
    8 - inverted strafe

    Stick calibration needs some work I think; the default dead zones are fairly large (up to 20% or thereabouts of a full move) so you get nothing at all for a good chunk of stick movement, then it suddenly moves too much. I'm using an exponential curve on the movement so that smaller moves should have much lower effect proportional to larger ones, but it still feels awkward to me. Maybe this is a total non-issue to someone who is more used to playing with a controller?

    Other cvars:
    xi_dpadarrowmap - map the D-Pad to the same actions as the arrow keys.
    xi_usecontroller - enable/disable the controller.

    Under this scheme I think A is probably a good button for Shoot; the right thumb falls naturally on it from the Look stick, and you can quickly enough switch between Look and Shoot while not interfering with general movement and strafing while doing so. Not too sure what I'd recommend for Jump or Prev/Next weapons.

    If anyone can come up with a better set of defaults I'll switch to them in the next one.
    Last edited by MH; 04-04-2012, 05:39 PM.

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  • MH
    replied
    So far I've tested forcing shader model 2 and forcing software T&L but have been unable to reproduce it. I do note that the Dell Mini 9 uses an Intel GMA 950, which I have some experience of and which I know to be horribly buggy - I've had past incidents of it reverting to default states which are most definitely not those specified by the D3D documentation, for example.

    I'd suggest a driver update, using an Intel-provided driver (rather than a Dell one) and making sure that you use the have disk install method to ensure that the driver actually goes on.

    Leave a comment:


  • Hipnotic Rogue
    replied
    @MH; Just wondering if you're any nearer to finding out why the game would crash like that.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by MH View Post
    I haven't really tested the controller support (yet), but "plug it in and it just works" is an objective, yes.

    In relation to this I guess I need to ask: how do you guys see the default stick/pad/button mapping working? I'm thinking of using left stick = look, right stick = move, right trigger = shoot and put jump wherever is most convenient to reach from there. The pad would also double up as move under this scheme.

    It seems good to me but I will admit that my experience of controller configurations is both very limited and very out of date.
    being able to configure the controls is paramount. I know when PSPQuake came out, there was tons of PSP noobs running around everywhere you turned lol. no pun, but PSP vs any PC is funny matchup

    Leave a comment:


  • Mindf!3ldzX
    replied
    I tried MW3 with a controller, my friend came by and assisted setting up Xpadder to reflect MW3 on Xbox360 on my PC Version, so I can get some pre-match practice..... and it's difficult to say the least.

    I push forward though. haha

    Leave a comment:


  • Hipnotic Rogue
    replied
    If you've access to a controller and Doom64EX I'd recommend trying it out. It has quite a nice layout which would be suitable for Quake:

    Left stick - Forward, back and strafe
    Right stick - Turn and look up/down
    Left trigger - Jump
    Right trigger - Fire
    A - Use
    X - Previous weapon
    Y - Next weapon

    I also use the right stick push button to centre view.

    When I play ZDoom with a controller I use pretty much the same set up but use the left and right shoulder buttons for previous and next weapons instead.

    Leave a comment:


  • MH
    replied
    I haven't really tested the controller support (yet), but "plug it in and it just works" is an objective, yes.

    In relation to this I guess I need to ask: how do you guys see the default stick/pad/button mapping working? I'm thinking of using left stick = look, right stick = move, right trigger = shoot and put jump wherever is most convenient to reach from there. The pad would also double up as move under this scheme.

    It seems good to me but I will admit that my experience of controller configurations is both very limited and very out of date.

    Leave a comment:


  • Mindf!3ldzX
    replied
    no idea, I steer away from controllers unless its fighting games or racing games. Two genre's that really demand them, and of course emulating console's.

    I use the x360ce drivers/software, I can use the controller on anything PC controller enabled. The Xpadder is something I'm going to humor to get MW3 PC using a controller.

    I dont understand why I can't enable the support for controller input

    xi_controller smethin

    Leave a comment:

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