Memory allocation bug??
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hey R00k, just letting you know that I'll be away on vacation for a week and unable to post here. If you need me to help you track down the ENT bug, I'll have to do so in a week. Maybe we can work on the Frikbot zombie mod sometime after I get back? I have almost 650 maps waypointed (although I keep finding more maps to add to the list). I suspect the total will be more like 700 when I'm done.
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Well, I'm sure I've probably scared you away with my bug reports lately, R00k - but I've come across another one. I briefly mentioned it earlier: the warning about "601 edicts exceeds standard limit of 600". I'm not sure what this warning is all about since I never saw it in old versions of Qrack, but it sometimes floods the console and makes it nearly impossible to dump waypoints in very large maps. I was waypointing a map called well.bsp today, when the warning began flooding the console. Since waypoints are also dumped to the console, this makes it nearly impossible to copy and paste them from qconsole.txt (with all the warnings mixed in).
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Originally posted by R00k View Postsorry been afk
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Is there a setting to turn on/off external graphical upgrades such as the models used for items like armor, health, weapons, etc.
I also was messing around with simpleitems, and two things that stood out to me were that there seemed to be no differentiation between small and large health boxes, and the grenade launcher icon was inconsistent in style with the other weapons.
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gl_external_textures_ then press TAB... will show cvars for world, models, etc.
ya, u might be mix matching early simpleitem images.
when i submitted the simpleitems code to the ezQuake team they gobbled it up and made a bunch of wacky images.
jump on http://gfx.quakeworld.nu/ and see if u can find a replacement...
ugh their sql crashed.
Let me find the pak i have and post it.....
http://www.quakeone.com/qrack/dist/s_health10_0.png
chunk it into pak0.pak /textures/sprites/ replace what's in there...
the original bmodel of the 25h animates, the "rotted" health pack didnt but sine this is a simple item, this image simply isnt illuminated.
I believe this is originally MoonDrunk's artwork so, credit goes to him. (i could be wrong).Last edited by R00k; 05-06-2014, 11:54 PM.
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Hi Rook
On the subject of textures.... It's probably an easy question to answer (...he said hopefully), but is there a setting in Qrack that controls the scale of textures used for Lava and Teleporters? For some reason mine seems to be massively scaled up, any ideas? Please let me know if you need a screenshot or any other info
Many thanks
MontyMr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
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News: JCR's excellent ctsj_jcr map is being ported to OOT
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Originally posted by PapaSmurf View PostYeah, I thought that would do it. _world turns off custom textures, and I thought _bmodels would turn off custom models of healthpacks and armor, but it doesn't seem to.
Hmm, interesting Monty. I could easily make a cvar for this.
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I'm happy to use a cvar or whatever else you suggest my friend.
It's hard to visualise without a full blown video but hopefully the attached will show how the normal "animated" textures for Lava, slime and water (and teleporters) have been stretched/magnified.
Kind regards
MontyLast edited by Mr.Burns; 05-07-2014, 11:23 AM.Mr.Burns
"Helping to keep this community friendly, helpful, and clean of spammers since 2006"
WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
Servers: Quake.shmack.net, damage.servequake.com
News: JCR's excellent ctsj_jcr map is being ported to OOT
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Originally posted by R00k View PostIt should revert to the original textures (baked into the mdl) if you issue a restart/reconnect..
Hmm, interesting Monty. I could easily make a cvar for this.
I'm guessing when it sets to 0, it's accessing something other than id1/pak0.pak...
Edit: it also seems to make the shotgun texturless, but still have the high def model...Last edited by PapaSmurf; 05-07-2014, 01:04 PM.
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That's really odd as i havent seen this on any of my
other machines. Seems weird to be a driver issue...
i know i can scale the texture as i have played around with scaling walll textures, really small like wallpaper-print...
Adding a cvar is a workaround but doesnt tell me
why its occuring, though that lava looks kinda kool..Last edited by R00k; 05-07-2014, 08:27 PM.
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