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  • #31
    here is where the cvar would tweak

    Code:
    void EmitWaterPolys(msurface_t *fa)
    {
    	glpoly_t	*p;
    	float		*v, s, t, os, ot;
    	int			i;
    	vec3_t		nv;
    
    	if (gl_fogenable.value)
    		glEnable(GL_FOG);
    
    	GL_Bind(fa->texinfo->texture->gl_texturenum);
    
    	if ((r_fastturb.value)||(gl_textureless.value))
    	{
    		EmitFlatPoly(fa);
    	}
    	else
    	{
    		for (p = fa->polys ; p ; p = p->next)
    		{
    			glBegin (GL_POLYGON);
    
    			for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE)
    			{				
    				os = v[3];//<-- multiplay by factor of scale
    				ot = v[4];//<-- multiplay by factor of scale
    
    				s = os;
    				s *= (1.0/(int)gl_subdivide_size.value);
    
    				t = ot;
    				t *= (1.0/(int)gl_subdivide_size.value);		
    				
    				nv[0] = v[0];
    				nv[1] = v[1];
    				nv[2] = v[2];
    			
    				if (r_waterripple.value) 
    				{
    					nv[2] = v[2] + bound(0, r_waterripple.value, 3)*sin(v[0]*0.02+cl.time)*sin(v[1]*0.02+cl.time)*sin(v[2]*0.02+cl.time);
    				}
    
    				glTexCoord2f (s+(sin(cl.time)/16), t+(cos(cl.time)/16));
    				
    				glVertex3fv (nv);
    			}			 
    			glEnd ();
    		}		 
    	}
    	if (gl_fogenable.value)
    		glDisable(GL_FOG);
    }
    the comments of "multiplay by factor of scale"

    if i add * (number)

    it makes the textures smaller..repeating ...
    if i do a percentage of 1 (example 0.01) it looks like how u have in your screen shot (thought it really rotates FAST)
    hehe this is fun!
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • #32
      If it helps, the Qrack version is 2.011 (Build 3467) and have attached the config.cfg just in case there is some unintended setting being applied in error. Just in case its relevant, its currently being used on a bog standard Windows 8.1 HP Laptop bought this year with an AMD onboard graphics card (yes, i know , but beggars cant be choosers).

      Kind regards

      Monty
      Attached Files
      Last edited by Mr.Burns; 05-08-2014, 02:23 PM.
      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

      Comment


      • #33
        oh yea the answer is looking at us right in the face
        Code:
        s = os;
        s *= (1.0/(int)gl_subdivide_size.value);
        
        t = ot;
        t *= (1.0/(int)gl_subdivide_size.value);
        You have your gl_subdivide_size value set VERY high, as 1024.. default is 64...
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • #34
          Thank you R00k. I think it was set that high based on some advice I had from a friendly sole when trying to tackle some issues on originally a Proquake setup. I've just tested it and it's now fine.

          As they say in the states, you Rock


          Kind regards

          Monty
          Last edited by Mr.Burns; 05-26-2014, 01:28 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

          Comment


          • #35
            I'm not sure what I did, but now the red armor model is the green armor, and vice versa. The shotgun and nailgun while displayed in the player's hand is black (as if it has no skin), and all the player models show up with the same default color (5 1). I thought turning gl_external_textures_bmodels off and restarting qrack fixed the armor thing, but that's not working.

            Any thoughts?

            Comment


            • #36
              possibly bad model (.md3?) or bad texture naming. I had this problem too when i used various models from the qwgfx site.

              these are my preferred enchanced models by plague http://members.optusnet.com.au/~plag...s/pak%20DM.zip

              OR for faithful models try these:
              QuakeWorld GFX - Models / Debug 3D models - faithfull -

              here's some item boxes textures that look good
              http://gfx.quakeworld.nu/details/204/ezepovs-bmodels/

              Also you can look for more stuff here : https://www.quaddicted.com/files/
              or
              Here http://www.quaketastic.com/?dir=

              this is the shotgun model i use http://quakeone.com/qrack/progs/v_shot.mdl
              and another armor model http://quakeone.com/qrack/progs/armor.mdl
              Last edited by R00k; 05-26-2014, 09:02 AM.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • #37
                I don't think i changed the model. I was moving stuff around (like to a custom directory), and when I moved it all back into the qrack directory, something borked. Maybe I have a rogue pak file doing it, i dunno.

                Comment


                • #38
                  Originally posted by R00k View Post
                  reverting runes to 3wave defaults reenforces the desire by many to just vote them off.
                  People play quake without runes? WTF?!
                  PanterA-RuM - chase_active 1 - Panix!



                  Comment


                  • #39
                    yeah, so i moved my progs, gfx, and textures folders out of the qrack subdirectory, as well as some pak files I had been using. So the only extra stuff should be from the pak0.pak that comes with qrack. And yet the player models all still show up as the same "default" color of 5 1. Not very good for team games, I should think.

                    Comment


                    • #40
                      sounds to me like u have cl_teamskins 1 turned on without any teamskins loaded.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                      Comment


                      • #41
                        Originally posted by R00k View Post
                        sounds to me like u have cl_teamskins 1 turned on without any teamskins loaded.
                        yeah...that's what it was. I change named my config.cfg and reran qrack, which fixed it. I then diff'd the old config.cfg with the new one and found that it was teamskins. I also discovered the gl_shiny which was bothering me, and gl_vertexlights as well.

                        Comment


                        • #42
                          yes. 90% of the fluff is for observer, twitch/.avi
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • #43
                            Originally posted by Ranger View Post
                            fyi using DirectQ as reference point


                            It works now, but Muddy water has blue underwater fog etc, and all the fog is too colorful (see DirectQ underwater for comparison)
                            gl_polyblend 0
                            r_novis 1
                            r_wateralpha .3

                            There are other DirectQ cvar's that can either spice up or dumb down your in-water visuals, but...

                            gl_polyblend 0 removes muddy water nonsense, makes it crisp to see through, coupled with other cvars settings , I've made my DirectQ water look like this in/out of water.

                            [ame=http://www.youtube.com/watch?v=LeUnCN0Cn0I]DirectQ water2 - YouTube[/ame]
                            [ame=http://www.youtube.com/watch?v=pNexv6ciCXM]DirectQ_water.mkv - YouTube[/ame]
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                            Comment


                            • #44
                              up

                              Some bugs with the latest Qrack version. I'm using a fresh new Quake install, with also a fresh Qrack install. I have the bugs using a 2 years old config file and the same bugs if I erase all config files.

                              The actions binded to my mouse buttons get stuck. I have +forward and +attack binded to my mouse buttons 1 and 2. And the both actions are very often not being triggered when I press the buttons, and they also get stuck being triggered (looks like this happens a lot more).

                              I was conducting some tests while writing this message and found out that switching my mouse (a razer salmosa) refresh rate from 1Ghz to 125hz fixed the problem (this setting was made in the mouse hardware itself).

                              Also reporting that "-noforcemparms" did not solved the problem (the problem was "solved" with the refresh rate change).

                              Obs.: I had this same problem 2 years ago, while testing Baker's Engine X

                              --//--

                              My super shotgun don't have textures (I'm only using the packs from Qrack' site, inside ID1 folder)

                              F�rum QuakeBrasil

                              Lots of Quake related stuff


                              Comment


                              • #45
                                gl_external_textures_models 1.
                                the problem is that, the super-shotgun model in that pak1 didnt have an 8bit skin included, so only the external texture works. I have replaced the shotgun model in another pak
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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