Ok, giving it a test-drive.
Let's see,
When I die or press TAB, there's a message in the top right that says, "Skill: Normal." That message is printed right on top of the FPS display.... I think that needs to be offset so it doesn't overlap.
And I run in a window, and the brightness slider doesn't do anything for me...
And uh... "Crosshair: On" seems to be more accurate to where my missile hits than "Crosshair" Centered"... is that right?
And... this is doing something different..... Forcing the SKILL somehow?
Normally in FvF, skill 0-2 is "Hard" and skill 3 is "Nightmare." The progs.dat treats skill from 0-2 the same, and sticks in all the monsters as if it were Hard mode... The skill in Quest mode is 1 by default, but all the monsters are present. But in this new Proquake, not all the monsters are appearing when skill is set to 1.... It's taking control away from the progs.dat somehow?
And the DM weapons aren't appearing in the map either.... Hm... is it getting set to coop mode somehow? FvF Quest usually runs in DM mode with the monsters stuck in......
Deathmatch 3
noexit 0
coop 0
is what activates Quest mode... does "deathmatch 3" do something different now?
What the heck... I'm not getting ANY weapons appearing in deathmatch mode with this...... even running standard quake (listen server, no FvF)......
Baker wrote:Gunter wrote:And of course, one that seems impossible.... correct model interpolation for all entities, players AND monsters. Darkplaces is the only client that does it correctly....
This beta has interpolation. Try it and if you don't like the interpolation, let me know why/how it is wrong compared to DarkPlaces. I'm pretty certain I can make it do whatever DarkPlaces does, but I would have to understand how it is wrong.
3.77 (w interpolation):
http://www.quakeone.com/proquake/unoffi ... ake377.zip
Ok, I think this is a server issue, but it can be fixed client side. At least Darkplaces has a way to fix it all client side....
A dedicated server will not update the monsters' positions as often as it updates the players' positions (at least I think this is what causes it). This results in the monsters moving around very choppily on the server.... This doesn't happen on a listen server though (just running a server in your Quake game window).
Now, the interpolated
frame animations look good and smooth, it's just the moving from place to place that looks very choppy.
Connect to FvF and go into ghost mode and fly around and look at some of the monsters walking around... You can see their movement is very jerky, but player movement is nice and smooth (even without your extra interpolation enabled).
If you connect with Darkplaces, you can see that even the monster movement has been smoothed out.... No other quake client does that.
Also, this problem seems to affect your own player model when you use chase_active 1 and step sideways, back and forth... It looks twitchy when interpolation is on.
Another thing: interpolated weapon model frames never look right, so it should be disabled by default for the weapon model (for example, the muzzle flash seems to dance around instead of appearing and disappearing). This is especially true with some of the altered weapon model animations I use on FvF.
Gunter wrote:Make Proquake, by default, not use local network IP addresses!
Actually, your understanding of the issue is wrong. With DSL or Cable, ProQuake needs to use the local ip address.
The ProQuake Launcher has an -ip penetrating connection feature that can overcome the -ip problem.
My real question for you is does the -ip problem exist in Quake 3. Quake 3 is open source and if Quake 3 does it right, I could implement the code.
I have no idea about Quake3, but I would guess they fixed that problem by then.... It's worth a try.
Ok, giving it a test-drive.
Let's see,
When I die or press TAB, there's a message in the top right that says, "Skill: Normal." That message is printed right on top of the FPS display.... I think that needs to be offset so it doesn't overlap.
And I run in a window, and the brightness slider doesn't do anything for me...
And uh... "Crosshair: On" seems to be more accurate to where my missile hits than "Crosshair" Centered"... is that right?
And... this is doing something different..... Forcing the SKILL somehow?
Normally in FvF, skill 0-2 is "Hard" and skill 3 is "Nightmare." The progs.dat treats skill from 0-2 the same, and sticks in all the monsters as if it were Hard mode... The skill in Quest mode is 1 by default, but all the monsters are present. But in this new Proquake, not all the monsters are appearing when skill is set to 1.... It's taking control away from the progs.dat somehow?
And the DM weapons aren't appearing in the map either.... Hm... is it getting set to coop mode somehow? FvF Quest usually runs in DM mode with the monsters stuck in......
Deathmatch 3
noexit 0
coop 0
is what activates Quest mode... does "deathmatch 3" do something different now?
What the heck... I'm not getting ANY weapons appearing in deathmatch mode with this...... even running standard quake (listen server, no FvF)......
[quote="Baker"]
[quote="Gunter"]And of course, one that seems impossible.... correct model interpolation for all entities, players AND monsters. Darkplaces is the only client that does it correctly....[/quote]
This beta has interpolation. Try it and if you don't like the interpolation, let me know why/how it is wrong compared to DarkPlaces. I'm pretty certain I can make it do whatever DarkPlaces does, but I would have to understand how it is wrong.
3.77 (w interpolation):
http://www.quakeone.com/proquake/unofficial-proquake377.zip
[/quote]
Ok, I think this is a server issue, but it can be fixed client side. At least Darkplaces has a way to fix it all client side....
A dedicated server will not update the monsters' positions as often as it updates the players' positions (at least I think this is what causes it). This results in the monsters moving around very choppily on the server.... This doesn't happen on a listen server though (just running a server in your Quake game window).
Now, the interpolated [i]frame animations [/i]look good and smooth, it's just the moving from place to place that looks very choppy.
Connect to FvF and go into ghost mode and fly around and look at some of the monsters walking around... You can see their movement is very jerky, but player movement is nice and smooth (even without your extra interpolation enabled).
If you connect with Darkplaces, you can see that even the monster movement has been smoothed out.... No other quake client does that.
Also, this problem seems to affect your own player model when you use chase_active 1 and step sideways, back and forth... It looks twitchy when interpolation is on.
Another thing: interpolated weapon model frames never look right, so it should be disabled by default for the weapon model (for example, the muzzle flash seems to dance around instead of appearing and disappearing). This is especially true with some of the altered weapon model animations I use on FvF.
[quote]
[quote="Gunter"]Make Proquake, by default, not use local network IP addresses!
[/quote]
Actually, your understanding of the issue is wrong. With DSL or Cable, ProQuake needs to use the local ip address.
The ProQuake Launcher has an -ip penetrating connection feature that can overcome the -ip problem.
My real question for you is does the -ip problem exist in Quake 3. Quake 3 is open source and if Quake 3 does it right, I could implement the code.
[/quote]
I have no idea about Quake3, but I would guess they fixed that problem by then.... It's worth a try.