Direct 3D 9.0c Quake
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ceriux: how did you unlock the mirrors edge mode?
awesome work mh
bring on the hlsl
awesome work mh
bring on the hlsl
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
Nice, keep the bug reports coming!
I'm pretty certain that the Alt-Tab crash is due to a ChangeDisplaySettings call referencing a DEVMODE struct that's no longer valid. I really should have removed those as D3D handles all of that stuff automatically for you.
I had noticed the greyscale colours before, but didn't take a note of it. Pretend you've got ao old black & white TV for now.
Not certain about the map change crash, must try replicate it and see what's going on behind the scenes.
I'm pretty certain that the Alt-Tab crash is due to a ChangeDisplaySettings call referencing a DEVMODE struct that's no longer valid. I really should have removed those as D3D handles all of that stuff automatically for you.
I had noticed the greyscale colours before, but didn't take a note of it. Pretend you've got ao old black & white TV for now.
Not certain about the map change crash, must try replicate it and see what's going on behind the scenes.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Great work!
Nitpick: Could you use a different name? D3DQuake exists for 8 years at http://dxquake.sourceforge.net/
Two engines with the same name just lead to confusion.
Nitpick: Could you use a different name? D3DQuake exists for 8 years at http://dxquake.sourceforge.net/
Two engines with the same name just lead to confusion.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Downsider wrote:Cool, but why?
mh wrote:Porting Quake to Direct 3D cos I'm sick of poor quality OpenGL drivers.![]()
This thread shows some of the headaches encountered with different video cards and their inconsistent OpenGL version #s and in a lot of cases cards saying they support extension <whatever> and they don't.
It's a rather large headache. Especially since Intel display adapters with old OpenGL 1.2 support may make up 70% or even more of the "video cards" on all computers (i.e. Intel Integrated Media). In fact, I'd be rather surprised if the # isn't 80%-90%.
The choice: limit yourself to 2001 era OpenGL capabilities (1.2) or limit the potential users to owners of 3rd party graphics card (Nvidia, etc.).
MH decided to choose none of the above.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
On the other hand, this is how the DirectX folks handle those sort of shenanigans: http://blogs.msdn.com/oldnewthing/archi ... 71307.aspx
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Electro wrote:ceriux: how did you unlock the mirrors edge mode?
awesome work mh
bring on the hlsl
lol i dunno what you mean XD but if you mean how everythings super bright and the textures seem weird bright because of it. its just fullbright i think.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Just updated my Directx drivers, and it loads, but appears to have graphical issues. I hear the demo playing, but just get a pure black screen, same with when i try to start the game.
Heres what it looks like when it first loads, the console doesn't behave normally:
Without console, just black screen:
I also just updated my video card drivers, here are my system specs:
------------------
System Information
------------------
Time of this report: 12/17/2008, 19:54:15
Machine name: MGS
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+, MMX, 3DNow (2 CPUs), ~3.0GHz
Memory: 3326MB RAM
---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9800 GX2
Manufacturer: NVIDIA
Chip type: GeForce 9800 GX2
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0604&SUBSYS_23701682&REV_A2
Display Memory: 512.0 MB
Current Mode: 1400 x 1050 (32 bit) (60Hz)
Monitor: Plug and Play Monitor
Heres what it looks like when it first loads, the console doesn't behave normally:
Without console, just black screen:
I also just updated my video card drivers, here are my system specs:
------------------
System Information
------------------
Time of this report: 12/17/2008, 19:54:15
Machine name: MGS
Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
Language: English (Regional Setting: English)
System Manufacturer: System manufacturer
System Model: System Product Name
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 6000+, MMX, 3DNow (2 CPUs), ~3.0GHz
Memory: 3326MB RAM
---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9800 GX2
Manufacturer: NVIDIA
Chip type: GeForce 9800 GX2
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0604&SUBSYS_23701682&REV_A2
Display Memory: 512.0 MB
Current Mode: 1400 x 1050 (32 bit) (60Hz)
Monitor: Plug and Play Monitor
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Monster - Posts: 101
- Joined: Sat Jan 07, 2006 10:27 pm
- Location: North Carolina
As a contrast to Monster (who I invited to try it out, hence he is posting here now), I must say I've loved it thus far.
Mucking about in id1 and Rogue... Played some 1v1 with Monster using it... Dizzied my wife with the timedemo of bigass1.dem. Good times all in all.
Hope to see you continue this... Perhaps with a few additions - ping in scoreboard, defaulting to mouselook being on, frame interpolation (optional perhaps?). This has that good old school Quake feel to it, without being hamstrung, nor having a boasting name - its merely descriptive.
However regarding the name, to avoid confusion, perhaps you could call it DirectQuake or something like that?
Mucking about in id1 and Rogue... Played some 1v1 with Monster using it... Dizzied my wife with the timedemo of bigass1.dem. Good times all in all.
Hope to see you continue this... Perhaps with a few additions - ping in scoreboard, defaulting to mouselook being on, frame interpolation (optional perhaps?). This has that good old school Quake feel to it, without being hamstrung, nor having a boasting name - its merely descriptive.
However regarding the name, to avoid confusion, perhaps you could call it DirectQuake or something like that?
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
It's not quite finished in other words. The only major remaining item is to add in support for sky and water surfs on brush models, but nonetheless, they're rarely enough used, and not even in ID1 so far as I can tell, so here it is.
Actually, i use those in my own custom maps a lot, so i'd like to see you work those in at some point..
Here is a small video clip showing how i use liquid (lava/slime in this case) textures on brushmodels to create some funky effects.. and below is a screenshot of my pegdm6 work-in-progress (all the lava you see is on func_wall/illusionary).
exciting stuff MH! i'm keeping a close eye on this project

- =peg=
- Posts: 12
- Joined: Wed Dec 17, 2008 11:44 pm
i am also watching vigilanty
peg, thats a great map to play and ima steal your style
did u ever finish it?
peg, thats a great map to play and ima steal your style
did u ever finish it?
bah
- MeTcHsteekle
- Posts: 399
- Joined: Thu May 15, 2008 10:46 pm
- Location: its a secret
=peg= wrote:It's not quite finished in other words. The only major remaining item is to add in support for sky and water surfs on brush models, but nonetheless, they're rarely enough used, and not even in ID1 so far as I can tell, so here it is.
Actually, i use those in my own custom maps a lot, so I'd like to see you work those in at some point..
Nice screenshot!
I definitely feel it's important to have them in, and they will be in a new release sometime soon.
What scares the bejeepers out of me though is that stock GLQuake even allows them on ammo boxes!
Re: the name; I've given it some thought and decided that I want to move away from "MHQuake", although whatever it does end up as hasn't been decided yet. I see that the homepage here has called it "DirectQ", which I'm going to adopt for now (or possibly "DirectQuake"). I like "XQuake" but that's already taken too.
@Monster; not sure what's happening there! Looks to me like either of the world or the view transform has gone nuts. I'm going to maybe try moving view to per-frame rather than one time only, but it will cost a little performance.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Monster wrote:Hmm now it just shows the console and won't even go to a black screen. I can hear sounds and i can hear the menu, but all i ever see is the console
yup same here.. but i found that it did render sometimes.. however the screen freezes.. it seems.. as soon as i look in a certain direction or the light levels get too high or when i shoot any gun except axe/sg/sng.. really weird.. the engine is still running fine when it freezes but the screen does no longer get updated..
an exemple of this:
when i type "map e1m1" all is fine.. until i walk past the 2 lampposts.. then the screen locks up.. when i walk back and do a vid_restart all is fine again.. but as soon as i fire rl.. it freezes again..
i found that i could somewhat walk around when binding "vid_restart" to a key and do a lot of restarts..
apart from the freeze-ups it runs super smooth btw
oh and i noticed that when i type vid_describemode it says mode 0 which coresponds to 640x480x0 (windowed) while its actually running in mode 10: 1280x1024x32 (X8R8G8B8)
dunno if this matters, but i figured i'd mention it..

Last edited by =peg= on Sun Dec 21, 2008 5:13 am, edited 4 times in total.
- =peg=
- Posts: 12
- Joined: Wed Dec 17, 2008 11:44 pm
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