Forum

Direct 3D 9.0c Quake

Discuss programming topics for the various GPL'd game engine sources.

Moderator: InsideQC Admins

Postby Electro » Mon Dec 15, 2008 4:16 am

ceriux: how did you unlock the mirrors edge mode?

awesome work mh
bring on the hlsl :D
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/
Electro
 
Posts: 312
Joined: Wed Dec 29, 2004 11:25 pm
Location: Brisbane, Australia

Postby mh » Mon Dec 15, 2008 9:34 am

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I'm pretty certain that the Alt-Tab crash is due to a ChangeDisplaySettings call referencing a DEVMODE struct that's no longer valid.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. :D

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
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby Spirit » Mon Dec 15, 2008 9:49 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.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Postby Downsider » Mon Dec 15, 2008 10:41 am

Cool, but why? :P
User avatar
Downsider
 
Posts: 621
Joined: Tue Sep 16, 2008 1:35 am

Postby Baker » Mon Dec 15, 2008 11:22 am

Downsider wrote:Cool, but why? :P


mh wrote:Porting Quake to Direct 3D cos I'm sick of poor quality OpenGL drivers. :P :twisted:


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.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby mh » Mon Dec 15, 2008 1:56 pm

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
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby ceriux » Mon Dec 15, 2008 5:40 pm

Electro wrote:ceriux: how did you unlock the mirrors edge mode?

awesome work mh
bring on the hlsl :D


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.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Monster » Thu Dec 18, 2008 12:56 am

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:

Image

Without console, just black screen:

Image


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
User avatar
Monster
 
Posts: 101
Joined: Sat Jan 07, 2006 10:27 pm
Location: North Carolina

Postby scar3crow » Thu Dec 18, 2008 1:46 am

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?
...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.
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama

Postby =peg= » Thu Dec 18, 2008 5:10 pm

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 :shock:

Image
=peg=
 
Posts: 12
Joined: Wed Dec 17, 2008 11:44 pm

Postby MeTcHsteekle » Thu Dec 18, 2008 5:37 pm

i am also watching vigilanty

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

Postby mh » Thu Dec 18, 2008 6:52 pm

=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! :shock: I can see that being a barrel of laughs to code any way efficiently, and that part of it definitely won't be done any time soon! Too many state changes!

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
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby mh » Sun Dec 21, 2008 2:00 am

Release 1.1 is out. :wink:
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
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby Monster » Sun Dec 21, 2008 4:23 am

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
User avatar
Monster
 
Posts: 101
Joined: Sat Jan 07, 2006 10:27 pm
Location: North Carolina

Postby =peg= » Sun Dec 21, 2008 4:35 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 :) (the dynamic lights are awesome, when the screen does not freeze ;))

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..

Image
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

PreviousNext

Return to Engine Programming

Who is online

Users browsing this forum: No registered users and 1 guest