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Go Back Home > Forums > Quake Help > Quake Clients > bug report for MH Search Forums

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Unread 08-18-2012, 04:03 PM   #1 (permalink)
Grunt
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bug report for MH

hey i just tried directQ and i really liked some aspects of it, i find its very similar to fitzquake but the water looks nicer on directQ especially because on fitz the water brushes glitch a little where they were split by the bsp. i know that you're aiming for a d3d version of dos quake but i'd really like to see you add rtlights support as well as for luma/normal/gloss maps. i have always wanted to see a bugfixed and extremely modern looking dos-like-quake. i would also like to see an option to create more particles for people who like to make particles a very small size like 0.25... or for example in your engine with a size of .5 and a distance scale of 0 they look pretty good but you need more of them for the proper density. speaking as a mapper i would also like to see full support for q3a shaders and the map format, and/or doom3, quake4! the level scripting language on those games would be nice too


on to the bugs

#1 directQ will refuse to run if it scans a pk3 file containing md3 models named with a .bsp file extension. i'm seeing many pk3's for darkplaces with models named in this way? i don't know if that's a requirement of darkplaces to name them this way or not but it really sucks that i cant just run directQ without first moving all my pk3 files out of the id1 folder.

#2 i like that the fly cheat was bugfixed, very useful! but, you missed something, if you start flying underwater and then fly out of it, you can still drown

#3 the white line problem on the bottom of large ammo boxes was fixed, but not the white line on the side of the lightningbolt gun, and on the sides of e1m1 lamp posts when they are seen head-on from a distance

#4 fullbrights work only if you dont use the QRP texture replacements, why no glowmap support? i was very confused when it reported fullbrights as enabled in the menu, and they weren't working

#5 can anything be done about the z-fighting on the e2m2 water bridge thru the gold doorway? it doesn't happen in dos quake.
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Unread 08-19-2012, 01:30 AM   #2 (permalink)
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Originally Posted by echos View Post
#2 i like that the fly cheat was bugfixed, very useful! but, you missed something, if you start flying underwater and then fly out of it, you can still drown
That happens in every single engine regardless. Just deal with it.
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Unread 08-19-2012, 11:51 AM   #3 (permalink)
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Basically your stuck with Z-Fighting, because I recall reading the alternative was even worse than Z-Fighting issues.
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Unread 08-19-2012, 12:36 PM   #4 (permalink)
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#1 has been fixed for mdls but I wasn't aware that people packaging content also did it with BSPs. I really hate Quake sometimes....

#2 see above.

#3 the lightning gun is unfixable without a new model, for the light posts just turn up anisotropic filtering

#4 does work but glow maps packaged with external textures are so faint and dark that they don't show too well.

#5 affects all hardware accelerated engines and is because of differences in the way software Quake did it's Z-buffering with the way hardware Z-buffering is done. Polygon offset/depth bias/etc can be used as a workaround but this one is a clear case where it breaks, because with this example you need to pull the platform forwards whereas the normal case is to push back. The only real fix is to rebuild the map with the model nudged into a position where the problem goes away.

rtlights/bump mapping/etc are something that I won't be doing. I don't see DirectQ as being a content replacement engine and I've no intention of recreating DarkPlaces - if I'd wanted to do that I would have just forked DarkPlaces and built on that.

Q3A formats would be interesting to support but there are no mainstream mods that really use them so there's no requirement to support them. Q2 formats would be more interesting because they're closer to Q1 formats but fix an awful lot of what was broken in Q1. But again, no mainstream mod needs them.
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Unread 08-19-2012, 08:44 PM   #5 (permalink)
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I don't see DirectQ as being a content replacement engine and I've no intention of recreating DarkPlaces
since its possible for people to make levels that depend on rtlights and maybe even use no lightmaps at all, i think it should become a standard feature for all engines, but i understand your not wanting to duplicate another project.

with this example you need to pull the platform forwards whereas the normal case is to push back. The only real fix is to rebuild the map with the model nudged into a position where the problem goes away.
hmmm well i noticed later in the day that darkplaces has no z-fighting there, wonder how they fixed it. another map error which is very annoying is that skies are supposed to be non-solid and absorb rockets and gunshots, yet on nearly all the id maps the skies are behaving as if they are solid walls. the quake infopool suggests it was because the maps were compiled with a buggy version of qbsp. maybe it's time for everyone to start using bugfixed maps?
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Unread 08-20-2012, 12:14 AM   #6 (permalink)
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... yet on nearly all the id maps the skies are behaving as if they are solid walls. the quake infopool suggests it was because the maps were compiled with a buggy version of qbsp. maybe it's time for everyone to start using bugfixed maps?
What you consider a bug, someone else might consider a feature.. in the end it is all down to preference and design intent. Personally I have used the -solidsky QBSP option explicitly on some midair maps (do we want splash-damage or not??). I guess this is just one of those things where there is no general fix for everybody.. just like the transparent water thing..
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Unread 08-20-2012, 08:46 AM   #7 (permalink)
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I'm pretty sure that solid sky in singleplayer is a bug, plain and simple.

Multiplayer, I don't know. Certain maps might want solid sky (although as an artist I find that pretty crude in some ways).

While I'm at it, I would like to say that support for features and formats is a two-way street; engines have to support it before it can be used in mainstream mods. So that's a circular argument.

I'm pretty sure if Fitzquake started supporting q3bsp, the guys at func would start using it because it has the right brand name on it.
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Unread 08-20-2012, 09:48 AM   #8 (permalink)
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Also quite certain that solid sky is a flat-out bug - having a look at Carmack's .plan files for 1996 confirms this as there are several mentions of solid sky bugs that were never really fixed: The John Carmack Archive - plan archive
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Unread 09-12-2012, 10:55 AM   #9 (permalink)
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As an oldschool player I loved (and still love) quite all bugs in Quake and I used them for strategy while playing multiplayer games: the solid sky block in e1m5 is one of those features. In some way i miss dm4 teleport bugs online, but hey, it's evolution...

What would be fine is adding an intermission to stop recording demos before map change. ATM I've thrown away a lot of demos just because I forgot to stop before that happens.

P.S.: I think this was solved in Proquake and Joequake. Gotta check darkplaces and quakespasm.

Last edited by Arkon; 09-12-2012 at 11:01 AM..
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Unread 09-12-2012, 02:09 PM   #10 (permalink)
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If you like and made use of some "bugs" in the original Quake, then DarkPlaces will dissapoint you (because you mentioned it in your post above).

DarkPlaces uses many "gameplayfixes".
Some shall simulate the original behaviour, but some shall improve the original behaviour.
One interesting example is the grenade bouncing. It prevents MOVETYPE_BOUNCE entities from stopping on slopes like in original Quake.

But most of these gameplayfixes can be enabled/disabled.
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