<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>directq Discussions Rss Feed</title><link>http://directq.codeplex.com/Thread/List.aspx</link><description>directq Discussions Rss Description</description><item><title>New Post: Music won't play</title><link>http://directq.codeplex.com/discussions/359812</link><description>&lt;div style="line-height: normal;"&gt;I am trying to play on a netbook without a CD Drive in it and I can't get it to play any music. I am on 1.9.0. Does anybody know if it is possible to get it to play music if machine has no cd drive? Here are the paths.&lt;br /&gt;
&lt;br /&gt;
Quake\ID1\sound\cdtracks\track002.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track003.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track004.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track005.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track006.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track007.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track008.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track009.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track010.ogg&lt;br /&gt;
Quake\ID1\sound\cdtracks\track011.ogg&lt;br /&gt;
&lt;br /&gt;
Is there anything else I can do? Never hear music.&lt;br /&gt;
&lt;/div&gt;</description><author>flagrant99</author><pubDate>Sat, 27 Apr 2013 02:00:21 GMT</pubDate><guid isPermaLink="false">New Post: Music won't play 20130427020021A</guid></item><item><title>New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE)</title><link>http://directq.codeplex.com/discussions/440740</link><description>&lt;div style="line-height: normal;"&gt;Lowering fps to 72 doesnot help , the same situation&lt;br /&gt;
&lt;br /&gt;
screenshots&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://rghost.ru/45400235" rel="nofollow"&gt;http://rghost.ru/45400235&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://rghost.ru/45400254" rel="nofollow"&gt;http://rghost.ru/45400254&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://rghost.ru/45400277" rel="nofollow"&gt;http://rghost.ru/45400277&lt;/a&gt;&lt;br /&gt;
&lt;/div&gt;</description><author>OVERDRIVE</author><pubDate>Fri, 19 Apr 2013 13:11:30 GMT</pubDate><guid isPermaLink="false">New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE) 20130419011130P</guid></item><item><title>New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE)</title><link>http://directq.codeplex.com/discussions/440740</link><description>&lt;div style="line-height: normal;"&gt;Im using vid_mode 24 that means 1024x768 @ 100hz . In game custom settings :&lt;br /&gt;
&lt;br /&gt;
cl_maxfps &amp;quot;160&amp;quot;&lt;br /&gt;
host_maxfps &amp;quot;160&amp;quot;&lt;br /&gt;
pq_maxfps &amp;quot;160&amp;quot;&lt;br /&gt;
sv_maxfps &amp;quot;160&amp;quot;&lt;br /&gt;
sv_aim &amp;quot;1.00&amp;quot;&lt;br /&gt;
sys_ticrate &amp;quot;0.00625&amp;quot; // was 160 (Default 0.05)&lt;br /&gt;
vid_mode &amp;quot;24&amp;quot;&lt;br /&gt;
vid_vsync &amp;quot;1&amp;quot;&lt;br /&gt;
vid_fullscreen &amp;quot;1&amp;quot;&lt;br /&gt;
&lt;h2&gt;The game is sooooo smoother after using this (stable 100 fps with vsync on)(CRT monitors are the best)&lt;/h2&gt;
&lt;/div&gt;</description><author>OVERDRIVE</author><pubDate>Fri, 19 Apr 2013 13:10:54 GMT</pubDate><guid isPermaLink="false">New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE) 20130419011054P</guid></item><item><title>New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE)</title><link>http://directq.codeplex.com/discussions/440740</link><description>&lt;div style="line-height: normal;"&gt;DirectQ 1.9.0-Bugs and Questions (April 2013)&lt;br /&gt;
&lt;br /&gt;
1) After an hour or so of playing, my character will start sinking into world and taking damage, and the game becomes unplayable. A quick save and simple load DOES NOT fix this . Only engine restart helps. I was playing Insomnia (Large maps) also I saw this in Unforgiven (very often). It seems like part of the ground becomes &amp;quot;solid&amp;quot; , something like this. It HAS TO BE fixed. Absolutely.&lt;br /&gt;
&lt;br /&gt;
2) How to make Sound quality Higher? Any commands with KHZ? I compare this quality with MHQuake.exe (6.0.0) and quality of the last one much higher.&lt;br /&gt;
&lt;br /&gt;
3) I tried to launch Nehahra , but when I start new game it crashes while loading (I did not see the error)&lt;br /&gt;
&lt;br /&gt;
p.s. I very enjoy port DirectQ . There are only necessary settings which can make this game looks like DOS or Modern graphics for best quality , a lot of mods support . Very cool at all . BUT these things have to be fixed.&lt;br /&gt;
&lt;br /&gt;
sorry for my ENG ,Im Russian&lt;br /&gt;
&lt;br /&gt;
ust played Unforgiven and after about 20 mins I started sink into ground again , thats so annoys me , beautiful port , but this f*ckin bug , very sad. (DirectQ 1.9.0 , DirectX 9.0 , Win XP 32 bit )&lt;br /&gt;
&lt;br /&gt;
Im about WINDOWS XP SP3 , how to increase quality here ? . I think the best way is adding command like s_khz for increasinfg quality In- Game directly like in another ports&lt;br /&gt;
&lt;br /&gt;
p.s. I very wish that BUG with sinking will be fixed , thats very important , also sound quality fix and nehahra support should be added =]&lt;br /&gt;
&lt;/div&gt;</description><author>OVERDRIVE</author><pubDate>Thu, 18 Apr 2013 10:43:17 GMT</pubDate><guid isPermaLink="false">New Post: VERY SIGNIFICANT INFO FOR DEVELOPERS (ALMOST UNPLAYABLE) 20130418104317A</guid></item><item><title>New Post: Disable HUD?</title><link>http://directq.codeplex.com/discussions/436764</link><description>&lt;div style="line-height: normal;"&gt;Is there any way to remove the HUD entirely?&lt;br /&gt;
&lt;/div&gt;</description><author>VGRageaholic</author><pubDate>Fri, 15 Mar 2013 13:00:23 GMT</pubDate><guid isPermaLink="false">New Post: Disable HUD? 20130315010023P</guid></item><item><title>New Post: Doesn't start</title><link>http://directq.codeplex.com/discussions/405095</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;First it gave me a DirextX file misssing error. I downloaded the Web Updates for directX and that went away.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Now it gives an error &amp;quot;Couldn't load pic/colormap.pcx&amp;quot;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Any idea what's up?&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;UPDATE: IGNORE! I need to install Quake Duh!&lt;/p&gt;
&lt;/div&gt;</description><author>rboy1</author><pubDate>Fri, 30 Nov 2012 04:50:33 GMT</pubDate><guid isPermaLink="false">New Post: Doesn't start 20121130045033A</guid></item><item><title>New Post: Music won't play</title><link>http://directq.codeplex.com/discussions/359812</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Music will work fine in ./gamedir/sound/cdtracks ... be sure to label them trackXX.format which is easy enough if you rip them from the original disc using Media Player or something like that.&lt;/p&gt;
&lt;p&gt;Although remember if you ripp them to turn off DRM&lt;/p&gt;
&lt;p&gt;Another thing to point out is DirectQ v1.9.0 default behaviour is to try to use CD Music, this means if you have a CD/DVD/BluRay in your Optical Drive it will assume it contains the CD Music. As such simply remember to eject any discs otherwise unless it is an actual music CD nothing will play.&lt;/p&gt;
&lt;p&gt;I think it would be preferable if what DirectQ did was it searched for a local version first, then attempted to play CD Music if non was found.&lt;/p&gt;&lt;/div&gt;</description><author>Leyvin</author><pubDate>Tue, 04 Sep 2012 17:40:04 GMT</pubDate><guid isPermaLink="false">New Post: Music won't play 20120904054004P</guid></item><item><title>New Post: Fault Reports</title><link>http://directq.codeplex.com/discussions/60252</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;While I am aware that work is now underway on v2.0.0 (DirectX 11), the issues I will outline here are not problems with the Graphics per'say&amp;nbsp;but rather more generalised. I will also point out every issue I outline here, was not present in v1.5.0 that version however had it's own unique issues.&lt;/p&gt;
&lt;p&gt;&amp;bull; Animation Interpolation causes poor playback framerate with the given animation as well as incorrect looping giving a "jump frame" effect. This does not affect the Standard Quake (ID Directory) assets, it does appear to be an issue with Modification Packs.&lt;/p&gt;
&lt;p&gt;The best Expansion Pack I found that shows this issue clearly is Malice, but it is a considerably difficult Total Conversion to obtain as it was relatively rare even when it was released.&lt;/p&gt;
&lt;p&gt;&amp;bull; ZDepth fighting. There used to be a hack option that seems to have either disappeared or been hidden, whatever happened to it given AMD and NVIDIA Cards handle ZDepth differently what works with one will often cause tearing or "Z-Fighting" on the other.&lt;/p&gt;
&lt;p&gt;&amp;bull;&amp;nbsp; Sound randomly won't loop properly. There are some instances in Standard Quake, where for example a Zombie that moans alot will just stop or such... but again this issue seems most prevelant in Modifications.&lt;/p&gt;
&lt;li&gt;&lt;span style="color: #008000;"&gt;Have you tested it on a standard ID1 installation?&lt;/span&gt; Yes&lt;/li&gt;
&lt;li&gt;&lt;span style="color: #008000;"&gt;Does it also happen on GLQuake?&lt;/span&gt; No idea, Steam refuses to run it saying "Steam cannot create instance" or some such jazz. Keep meaning to copy a standard version of GLQuake so I can run outside of Steam&lt;/li&gt;
&lt;li&gt;&lt;span style="color: #008000;"&gt;Your hardware and software specs, including details of any "optimized" drivers you may be using. &lt;/span&gt;&lt;/li&gt;
&lt;p&gt;&lt;span style="color: #000000;"&gt;AMD Phenom II X4 840 3.2GHz&lt;br /&gt;AMD Radeon 8GB 1.6GHz Memory&lt;br /&gt;AMD Sapphire Radeon HD 6570 1GB (16x) (Catalyst 12.8)&lt;br /&gt;&lt;/span&gt;&lt;span style="color: #000000;"&gt;AMD Series-8 HD Audio (Catalyst 12.8)&lt;br /&gt;Windows 7 (Home Premium) 64-bit (Service Pack 1) &lt;br /&gt;&lt;/span&gt;&lt;span style="color: #000000;"&gt;Quake (Steam Edition)&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;li&gt;&lt;span style="color: #008000;"&gt;Details of any errors you receive, including the full text of the error (a console debug log would also be handy).&lt;/span&gt; None&lt;/li&gt;
&lt;li&gt;&lt;span style="color: #008000;"&gt;Full steps to reproduce.&lt;/span&gt; I'd recommend getting&amp;nbsp;a copy of Malice (e-mail me if you can't find a copy I can send it your way for testing purposes) as really most of the issues appear quite often there.&lt;/li&gt;&lt;/div&gt;</description><author>Leyvin</author><pubDate>Fri, 31 Aug 2012 09:54:10 GMT</pubDate><guid isPermaLink="false">New Post: Fault Reports 20120831095410A</guid></item><item><title>New Post: need a support</title><link>http://directq.codeplex.com/discussions/373210</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi,&amp;nbsp;guys!&lt;/p&gt;
&lt;p&gt;I'm &amp;nbsp;introducing &amp;quot;quake&amp;quot; with DirectQ-1.9.0 Engine.&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56902157001.cf26730a36ba1f99221d7a951efd8396/Quake.iso.html&lt;/p&gt;
&lt;p&gt;added:&lt;/p&gt;
&lt;p&gt;-textures: QRP (Map textures v.1.00 &amp;#43; Normal map tex. add-on v.1.00)&lt;/p&gt;
&lt;p&gt;-weapons (temporary solutions because not correctly support, but it's best solution supported in directQ)&lt;/p&gt;
&lt;p&gt;-nailgun nailposition (patch in PAK-file)&lt;/p&gt;
&lt;p&gt;-axe from telejano (it's best solution supported in directQ)&lt;/p&gt;
&lt;p&gt;-vis'ed maps (for correctly &amp;quot;r_alphawater&amp;quot;)&lt;/p&gt;
&lt;p&gt;-Items: QRP (Item textures v.0.73 (DarkPlaces), -this is supported in directQ)&lt;/p&gt;
&lt;p&gt;(without QRP-gfx, because i'm used original GFX from original Quake 1)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;-and I'm configuring &amp;quot;default.cfg&amp;quot; (in PAK-file) next:&lt;/p&gt;
&lt;p&gt;a)r_wateralpha 0.6&lt;/p&gt;
&lt;p&gt;(because not saving this parameter in game menu and exit game and not saving in directq.cfg)&lt;/p&gt;
&lt;p&gt;b)normal keyboard control (for example: &amp;quot;W&amp;quot;&amp;quot;S&amp;quot;&amp;quot;A&amp;quot;&amp;quot;D&amp;quot;)&lt;/p&gt;
&lt;p&gt;c)r_glsl_offsetmapping 1; r_glsl_offsetmapping_reliefmapping 1&lt;/p&gt;
&lt;p&gt;(for QRP Normal map tex. add-on v.1.00)&lt;/p&gt;
&lt;p&gt;===================================================&lt;/p&gt;
&lt;p&gt;NEED A SUPPORT IN DIRECTQ:&lt;/p&gt;
&lt;p&gt;a)weapon pack (for example Rygel-weapon-pack)&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56903183001.339daa23cdba88fb8f61869239636018/Rygel-weapons.pk3.html&lt;/p&gt;
&lt;p&gt;b)monsters-pack (ogro&amp;#43;others=mix)&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56903101001.6bb143ed4389eee3bf37f6dce758fd35/Monsters-marphus-mix.pk3.html&lt;/p&gt;
&lt;p&gt;c)best axe from Rygel&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56902634001.a54ef7da72900ff0ecf6fd8eaad47fb9/axe-rygel.pk3.html&lt;/p&gt;
&lt;p&gt;d)best backpack (unknown author)&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56902697001.c7c7a7fa30cabcfa739b249a5c664023/backpack.pk3.html&lt;/p&gt;
&lt;p&gt;e)best gibs (unknown author)&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56902748001.67f4a513d72fba2aeef51172dbd41f1e/gibs.pk3.html&lt;/p&gt;
&lt;p&gt;f)correctly support music in PAK-file (without path in id1&amp;quot;sound/cdtracks/*.wav&amp;quot;)&lt;/p&gt;
&lt;p&gt;(music PAK-file ONLY)&lt;/p&gt;
&lt;p&gt;http://narod.ru/disk/56357970001.e134eb80242bdad9f6d1b841bb4915da/music.pk3.html&lt;/p&gt;
&lt;p&gt;I'm hope for your understanding.&lt;/p&gt;
&lt;p&gt;Thanks.&lt;/p&gt;
&lt;/div&gt;</description><author>ATTACUE</author><pubDate>Wed, 18 Jul 2012 11:06:31 GMT</pubDate><guid isPermaLink="false">New Post: need a support 20120718110631A</guid></item><item><title>New Post: BUGS</title><link>http://directq.codeplex.com/discussions/369561</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;3-don't support weapon-textures (for example rygel-weapons and ets.)&lt;/p&gt;
&lt;p&gt;4-don't support monsters skins (for example ogro monster skins)&lt;/p&gt;&lt;/div&gt;</description><author>attacue</author><pubDate>Sun, 15 Jul 2012 23:22:37 GMT</pubDate><guid isPermaLink="false">New Post: BUGS 20120715112237P</guid></item><item><title>New Post: BUGS</title><link>http://directq.codeplex.com/discussions/369561</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;Hi.&lt;/p&gt;
&lt;p&gt;I found 2 bugs:&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;1- music files : Quake\id1\sound\cdtracks\&amp;quot;tracks.wav&amp;quot; - playing&lt;/p&gt;
&lt;p&gt;but&lt;/p&gt;
&lt;p&gt;when packed with : for example &amp;quot;music.pak&amp;quot; or &amp;quot;music.pk3&amp;quot;&lt;/p&gt;
&lt;p&gt;(path in pak-file: sound\cdtracks\&amp;quot;tracks.wav&amp;quot; saved) NOT plaing&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;2-no saved to config-file parameter: r_wateralpha when I'm change in menu game and exit.&lt;/p&gt;
&lt;p&gt;(effects and other options)&lt;/p&gt;
&lt;p&gt;need buttom &amp;quot;save&amp;quot;&lt;/p&gt;
&lt;p&gt;temporary solution: write this parameter in default.cfg (in pak-file)&lt;/p&gt;
&lt;p&gt;===========================================&lt;/p&gt;
&lt;p&gt;and need weapons from directQ-1.8.8 patch 2 because in directQ-1.8.8 patch 2 weapons are high-quality&amp;nbsp;detalization.&lt;/p&gt;
&lt;p&gt;in &amp;nbsp;directQ-1.9.0 - low-bad&amp;nbsp;quality detalization (reminded original quake 1 with big pixels)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;P.S. sorry for my bad english&lt;/p&gt;
&lt;/div&gt;</description><author>ATTACUE</author><pubDate>Sun, 15 Jul 2012 20:23:41 GMT</pubDate><guid isPermaLink="false">New Post: BUGS 20120715082341P</guid></item><item><title>New Post: Music won't play</title><link>http://directq.codeplex.com/discussions/359812</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;Hi))&lt;br /&gt;I'm published solution in quakeone -&amp;gt; forums -&amp;gt; finished works -&amp;gt; New High Quality Music for Quake 1&lt;/p&gt;
&lt;p&gt;link http://quakeone.com/forums/quake-mod-releases/finished-works/8641-new-high-quality-music-quake-1-a.html&lt;/p&gt;&lt;/div&gt;</description><author>ATTACUE</author><pubDate>Sat, 14 Jul 2012 01:09:47 GMT</pubDate><guid isPermaLink="false">New Post: Music won't play 20120714010947A</guid></item><item><title>New Post: Music won't play</title><link>http://directq.codeplex.com/discussions/359812</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;I think I read somewhere about problems with music in DirectQ version 1.9.0. Mine works fine (track02.ogg to track 11.ogg in \ID1\sound\cdtracks) with DirectQ 1.8.8 Patch 2.&lt;/p&gt;
&lt;p&gt;If you are using 1.9.0 it may be worth trying 1.8.8 Patch 2.&lt;/p&gt;&lt;/div&gt;</description><author>kohare</author><pubDate>Sat, 07 Jul 2012 00:08:07 GMT</pubDate><guid isPermaLink="false">New Post: Music won't play 20120707120807A</guid></item><item><title>New Post: Music won't play</title><link>http://directq.codeplex.com/discussions/359812</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;I have tried making both '.\ID1\sound\cdtracks' and '.\ID1\Music' directories with the music in them and they will not play.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;I used the 'track00X.ogg' format so I don't know what else I could be doing wrong!&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks for any assistance!&lt;/p&gt;
&lt;/div&gt;</description><author>KingKannibal</author><pubDate>Sat, 16 Jun 2012 02:24:06 GMT</pubDate><guid isPermaLink="false">New Post: Music won't play 20120616022406A</guid></item><item><title>New Post: Network code</title><link>http://directq.codeplex.com/discussions/283566</link><description>&lt;div style="line-height: normal;"&gt;Hi, I had serious problems running a Quake listen server behind a NAT router. Even with just a single friend of mine. The current port management is terrible. The protocol tells the client which port to use in the reply to the query port. Currently a random
 port is opened to be used by each client. To be able to port map I used a hacky solution where the ports are opened sequentially instead of random. While this solved my problem a more time consuming redesign would be preferable. I can't see a reason to use
 more than one port. The client is uniquely identified by their IP/port combination. Multiple clients can send and recieve data on a single server udp port. Any change must not break compability but as far as I can tell the clients wouln't care if the server
 told them to connect to the query port as their session port. Obviously a simpler solution would be a robust multiport solution requiring a sequential set of maxslots&amp;#43;1 ports. Any thoughts? Like the 3D Vision support. A 3D aware crosshair might be nice (Not
 rendered at screen depth but at the depth of what's targeted). Good Luck&lt;/div&gt;</description><author>Flugan</author><pubDate>Tue, 20 Dec 2011 07:50:46 GMT</pubDate><guid isPermaLink="false">New Post: Network code 20111220075046A</guid></item><item><title>New Post: mouse acceleration</title><link>http://directq.codeplex.com/discussions/272091</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;hi, quick question: is mouse acceleration on by default by any chances?&lt;/p&gt;
&lt;p&gt;if yes, how to disable it?&lt;/p&gt;
&lt;/div&gt;</description><author>canned</author><pubDate>Fri, 09 Sep 2011 17:39:40 GMT</pubDate><guid isPermaLink="false">New Post: mouse acceleration 20110909053940P</guid></item><item><title>New Post: DirectQ allows Quake to play in stereoscopic 3D</title><link>http://directq.codeplex.com/discussions/261255</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;DirectQ is a fantastic clean&amp;nbsp;port&amp;nbsp;for Quake that&amp;nbsp;allows it to be played in stereoscopic 3D.&amp;nbsp;Nvidia does not provide the appropriate 3D drivers for OpenGL for its G-Force series of cards and this is an absolute scandal! DirectQ solves the problem&amp;nbsp;through a kind of piggy-back Direct3D conversion. It also provides full widescreen support with excellent framerates! Great work in shaming Nvidia! It would be marvellous if DirectQ could also be developed to play games based on the Quake 3 engine (e.g., Alice, Jedi Knight) and&amp;nbsp;the Doom 3 engine (Quake 4, Prey). Keep up the amazing work!&lt;/p&gt;&lt;/div&gt;</description><author>3dlou</author><pubDate>Mon, 13 Jun 2011 23:13:06 GMT</pubDate><guid isPermaLink="false">New Post: DirectQ allows Quake to play in stereoscopic 3D 20110613111306P</guid></item><item><title>New Post: Feature Requests</title><link>http://directq.codeplex.com/discussions/60254</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;An option to load the last saved game instead of the initial save game for the level when restarting after dying would be nice.&lt;/p&gt;&lt;/div&gt;</description><author>dbaramant</author><pubDate>Tue, 05 Apr 2011 00:38:49 GMT</pubDate><guid isPermaLink="false">New Post: Feature Requests 20110405123849A</guid></item><item><title>New Post: Feature Requests</title><link>http://directq.codeplex.com/discussions/60254</link><description>&lt;div style="line-height: normal;"&gt;&lt;p&gt;It would be nice if you listed the changes made in each release.&lt;/p&gt;&lt;/div&gt;</description><author>dbuske</author><pubDate>Sat, 05 Mar 2011 14:04:12 GMT</pubDate><guid isPermaLink="false">New Post: Feature Requests 20110305020412P</guid></item><item><title>New Post: Fault Reports</title><link>http://directq.codeplex.com/Thread/View.aspx?ThreadId=60252</link><description>&lt;div style="line-height: normal;"&gt;
&lt;p&gt;The Quake Revitalization Project (QRP) recently released an updated texture pack (1.00) on the 24th Dec 2010 for use with various Quake engines - I have tried out the new version with the latest release of DirectQ, and unpacked the main pk3 archive into
 a folder called textures within the ID1 folder. However, the layout of the new pack has changed - where there are textures with the same name, but on different levels, they are placed in a subfolder. For example, the skybox and lift platform textures for E1M1
 are placed in textures/e1m1 but they do not get loaded when running E1M1 in DirectQ. The same goes for any other levels with textures stored in subfolders.&lt;/p&gt;
&lt;p&gt;As such, this isn't really a fault, but I'm guessing it will be easier to resolve than some of the other issues listed in this topic.&lt;/p&gt;
&lt;p&gt;EDIT: The latest QRP pack can be downloaded from: http://facelift.quakedev.com/downloads/&lt;/p&gt;
&lt;/div&gt;</description><author>RobbyWiz</author><pubDate>Tue, 08 Feb 2011 18:45:54 GMT</pubDate><guid isPermaLink="false">New Post: Fault Reports 20110208064554P</guid></item></channel></rss>