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Go Back Home > Forums > Quake Help > Quake Clients > DirectQ A thanks and one bug Search Forums

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Old 02-09-2010, 01:34 PM   #11 (permalink)
Death Lord
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I seem to recall mentioning this in a pm but to put a little more detail on a related topic is anyone getting this when using DirectQuake?



Note the mat black panels in the wall?

also the matt black ammo boxes


and also if I look up and moved the mouse in a certain position I get the following picture. It's a sort of now you see it now you don't scenario...



I'm sure there's a simple logical explaination but I thought it may help MH if he could actually see what I'm seeing.

Keep up the good work MH

Kind regards

Monty
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Old 02-09-2010, 03:04 PM   #12 (permalink)
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tthe logical explanation is ZOMG IS JEEZUSTALKIN TOJAH!!

naw, but i looks like a gfx/dirver/??? issue as i dont get have these problems
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Old 02-09-2010, 03:27 PM   #13 (permalink)
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Hi Metch

I don't get it either with any other quake engine. It's certainly a strange one and I only mention it in the hope that it may help and encourage MH.

It's quite a promising engine and with a few lit files thrown in it can really make a difference to your quake experience.
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Old 02-09-2010, 09:32 PM   #14 (permalink)
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does this only happen at your FOV or also at fov 90?
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Old 02-10-2010, 10:57 AM   #15 (permalink)
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The sky thing looks like an FOV > 90 bug to me. What map is that? I can test, try to reproduce, and fix if possible.

I remember we went the rounds with the textures thing before, and if memory serves you do have more than 2 TMUs on your card and I couldn't reproduce it at the time. In theory it shouldn't even happen as these surfaces use the same blend modes as alias models, and - as you can see - everything works fine on alias models (torches and the gun models in your screenshot).

Still can't reproduce this one; everything works fine in all my testing.

Questions:
  • What version of DirectQ are you using? If it's not 1.8.1 I advise you to upgrade, as it might be fixed in that.
  • I also recall that we discussed your 3D card, but could you remind me of what it is?
  • Likewise drivers and DirectX version.
  • You shouldn't need to install the Visual C++ 2008 runtimes, but I've heard that doing so has fixed other issues for other people, so it might be worth a try. Clicky.
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Old 02-10-2010, 03:06 PM   #16 (permalink)
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Originally Posted by mhquake View Post
The sky thing looks like an FOV > 90 bug to me. What map is that? I can test, try to reproduce, and fix if possible.
That map was Brownie by I think Turtle?. I just tried it again and reset fov to 90 to see if it helped....


Originally Posted by mhquake View Post
I remember we went the rounds with the textures thing before, and if memory serves you do have more than 2 TMUs on your card and I couldn't reproduce it at the time. In theory it shouldn't even happen as these surfaces use the same blend modes as alias models, and - as you can see - everything works fine on alias models (torches and the gun models in your screenshot).

Still can't reproduce this one; everything works fine in all my testing.

Questions:
  • What version of DirectQ are you using? If it's not 1.8.1 I advise you to upgrade, as it might be fixed in that.
  • I also recall that we discussed your 3D card, but could you remind me of what it is?
  • Likewise drivers and DirectX version.
  • You shouldn't need to install the Visual C++ 2008 runtimes, but I've heard that doing so has fixed other issues for other people, so it might be worth a try. Clicky.

1. You very kindly did a special release for me and it's saying it's 1.7.666c. My bad, I wasn't aware you had upgraded further and I'll dl the latest version and test ASAP.
2. No giggling but it's an Nvidia Gforce4 MX 440. Ok now you can laugh.
3. DirectX is reporting as "DirectX9 or better" and the driver versions seemed to all 6.14.10.4523
4. I'd already taken your generous advise and installed the VC++ runtimes.


As I say it's not a showstopper but as a developer it is interesting to see the different results that can be manifested by the same work in different environments.

Thanks anyway

Kr's

Monty
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Old 02-10-2010, 03:13 PM   #17 (permalink)
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Originally Posted by Mr.Burns View Post
1. You very kindly did a special release for me and it's saying it's 1.7.666c. My bad, I wasn't aware you had upgraded further and I'll dl the latest version and test ASAP.

DirectQ 1.8.1 just reported "You need a device with at least 3 TMUS to run DirectQ" and refused to start. I guess I'm stuffed with some form of hardware upgrade. hehe. oh well.

Understandably I have, for the moment at least, reverted back to the earlier version. I'm even starting to get used to it. It's like going back to a shag pad in the 1980's where most of the decor was black. I'm half expecting Sir Henry to step out sporting his Crocket and Tubs big hair and smoking jacket with the sleeves rolled up

Aerowalk..


Hope this helps

Monty
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Old 02-10-2010, 03:58 PM   #18 (permalink)
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Is that the "Sir Henry" I think it is? "An impecunious jungle bunny"?

Anyway, I think we've gotten the cause of your problem here. 1.8.1 is a little more stringent in it's requirements for now unfortunately, as I needed to separate hardware issues from engine issues. I'm hoping to row back on that as releases evolve, but sadly right now DirectQ needs 3 texture units, and rolling back from that would be quite non-trivial in the current code base.

I have brownie and have tested it a few times, so I'll double-check the sky.
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Old 02-10-2010, 04:15 PM   #19 (permalink)
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way to have all the textures with full-brights and rendered Fulbright turn black Monty, it's either your fault or jer's =+=
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Old 03-05-2010, 06:12 PM   #20 (permalink)
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i had vsync issue with proquake then directq just semmed fine but i cant set up the mouse buttons correctly
just dont respont to the 3 buttons (mwheelup and mwheeldown is working anyway but the buttons..)
how to solve this?
another d3d port?
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