Transfusion Menu Update
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- Willis
Master of the Mask
Lead Programmer- Posts: 872
- Joined: Tue Aug 10, 2004 09:28 am
- Location: Eau Claire, WI USA
- Contact:
)))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.
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.
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
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....
Kazashi, not running an ATi card thankfully....
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...
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...
- Willis
Master of the Mask
Lead Programmer- Posts: 872
- Joined: Tue Aug 10, 2004 09:28 am
- Location: Eau Claire, WI USA
- Contact:
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
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
Last edited by Willis on Wed Mar 09, 2005 01:43 am, edited 1 time in total.
Design
Very funky i love it. [?]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.