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Posted: Sun Mar 06, 2005 09:41 pm
by DustyStyx
well,your ouside of the confines of the map, did you just walk out or use the no clip code?

Posted: Sun Mar 06, 2005 11:00 pm
by Willis
)))000(((: do you have an ATI card by chance?

That bug does not show up for me, but I'm uploading a new build with updated rendering, we'll have to see if it fixes the problem or not.

And for noting, thats not outside the bounds of the map, for example, the screenshot you took is near the single player spawn point in BB2 (not sure why there is one though).

Uploading darkplaces20050306b.zip - give it a try please.

Posted: Tue Mar 08, 2005 02:23 am
by Kazashi
Currently I am also experiencing that issue; the bsp is rendered as invisible, however all items and entities within the map still show up. It's something that has only popped up recently as the engine doesn't do it with previous versions of Transfusion, nor does it happen with Quake.

Kazashi, not running an ATi card thankfully....

Posted: Tue Mar 08, 2005 04:32 am
by )))000(((
Erm... Hope this help a bit...

Windows XP SP2 Home Edition
GeForce FX 256 VRAM, latest official drivers
NForce 2
512 DDR SD RAM
260 GB hard Drive {C, D, E}

What did ya modify in the Darkplaces.exe from the previous {working version} anyway? I already kno' that you have updated the bot AI and got the new menu working...

Posted: Tue Mar 08, 2005 05:14 am
by Willis
Well, its not what we changed, but what the engine programmer changed
So far we are only seeing it happen on the Geforce FX (5xxx) series of cards, or so it seems, we're still debugging.

For now, I'm posting an alternate older build with the old rendering method which will give you the new menu with the old rendering (note the bots are in QC [progs.dat], so they will still be updated as well, though we still need to tweak them a bit).

Edit: removed old link, no longer necessary, new build available in first post

Posted: Tue Mar 08, 2005 11:35 am
by Drakan
Mmmm... love that menu!!! So nice! So.. So Blood! hehe.

Posted: Wed Mar 09, 2005 01:44 am
by Willis
Ok, everything should be fixed now, new build link is up in the first post, should fix invisible walls as well as any/all engine crashes.

Design

Posted: Wed Sep 21, 2005 10:21 pm
by line631
Also, for 1.1Beta4, we're aiming at having a good grasp on E1M1 being as complete as possible in both single player and bloodbath, though part of the beta testing will be tweaking SP values.
Very funky i love it. [?]

Posted: Sun Oct 09, 2005 04:58 am
by jonny5
Is there a release date, or general schedule for the release of, beta4? That's going to just about make my year. :D

Posted: Sun Oct 09, 2005 05:22 am
by DustyStyx
I dont think we have a date for Beta4 release, but if we have e1m1 & bb1 converted to q3bsp, crouch and the HUD all working... that'd be nice for a beta4 I think.

Posted: Sun Oct 09, 2005 03:35 pm
by jonny5
Nice? That's straight-up amazing! You should get it out there - that's certainly enough structural changes to warrant a new release. You guys are definately taking on too much on each new version. As I said, it's going to make my year.

Posted: Sun Oct 09, 2005 06:10 pm
by DustyStyx
Well it still needs alot of work but it's starting to look promessing.