Cool idea. I tested it briefly but its not working as intended for me. The game becomes a huge wall-hack, where I can see through walls and floors. And there is an awful flickering.
Using WinXP (SP2?), DirectX 9.0c, with an NVIDIA GeForce 8300 and a driver version which possibly is 6.14.7824.
Edit: BTW. The wrapper code states "Copyright (C) 1996-1997 Id Software, Inc." How is this even remotely possible?
The main idea behind the Direct3D API build is some people have issues with their OpenGL drivers and the Direct3D builds let them skip the headaches. There have probably been 25 people that, for example, have been able to run the [old] Direct3D build of ProQuake that couldn't run any other (OpenGL) engine.
Lately, a lot of Windows 7 users are saying that their favorite Quake engine isn't working right and an experimental Direct3D8 build ran fine for them.
Quote:
I tested it briefly but its not working as intended for me. The game becomes a huge wall-hack, where I can see through walls and floors. And there is an awful flickering.
Using WinXP (SP2?), DirectX 9.0c, with an NVIDIA GeForce 8300 and a driver version which possibly is 6.14.7824.
I'll let MH know.
Thanks for providing all the relevant driver/operating system info.
Quote:
Edit: BTW. The wrapper code states "Copyright (C) 1996-1997 Id Software, Inc." How is this even remotely possible?
Cool idea. I tested it briefly but its not working as intended for me. The game becomes a huge wall-hack, where I can see through walls and floors. And there is an awful flickering.
Using WinXP (SP2?), DirectX 9.0c, with an NVIDIA GeForce 8300 and a driver version which possibly is 6.14.7824.
MH has told me this that you had this problem because due to gl_ztrick 1. Set to gl_ztrick 0 to solve.