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Haha, yes. My brother and I used to discover bugs all the time when we played games online together, since we both tried things that nobody else thought of. We don't usually bother telling the developers, because some of the bugs nobody else will ever find. I still find bugs by myself nowadays by simply playing something for longer than 10 minutes.
Speaking of which, I happened to open the console after loading a saved game in Quake just now, and noticed the message " 'alpha' is not a field " printed like 100 times. Must be a cvar that was not properly implemented or recognized?
new modern maps conform to a new standard of adding map keys in world spawn for certain settings like fog, alpha, etc... as standards change i have to keep adding theses keys to the engine to support features designed by the mappers
new modern maps conform to a new standard of adding map keys in world spawn for certain settings like fog, alpha, etc... as standards change i have to keep adding theses keys to the engine to support features designed by the mappers
The warning appeared in the console for vanilla Quake maps, though!
Hello, R00k
Thank you for this awesome engine, i'm trying to use it with nehahra currently.
I've noticed a strange thing: cl_maxfps cvar doesn't seem to affect anything, the game seems to be locked at 72 fps no matter what settings i put into autoexec.cfg. I have vsync disabled, tried even to disable it in driver to be sure. Weirdly enough, cl_maxfps does seem to work while playing the start id1 demos, but not while an actual map loaded.
Also water alpha seems to be reset to 1 every time the engine is restarted, no matter what setting is in the autoexec.cfg.
I'm using buld 4515, my graphic card is nvidia gtx 550 ti with updated drivers.
I just pressed CHANGELEVEL about 25 times.... (loads a random level)
didnt see the error.
I have only seen this error on that NEW honey map-pak that they claim is standard for winQuake.
there might be a problem with the parser...
ill fix it sometime, after now and before then.
Well, I think I have narrowed it down to loading saved games. Try loading E1M1, save a game, then load it. you should get the many alpha messages then.
Hey R00k, which cvars modify the particle flames? The one's I know of are gl_part_flames and gl_flametype. Are there any cvars besides these? I ask because I recently noticed that my custom monster, the Wyvern, no longer has flame particles. Before, the Wyvern would shoot flames out if its mouth (leaving a cool particle trail), and flames would appear on the floor (using a custom model called wyvflame.mdl). A loooong time ago, I believe you added support per request of me so that wyvflame.mdl would would be replaced with the particle flame - but now it has disappeared (no default model OR particle effect). I don't think it has to do with a change in the builds, because the flames aren't there in version 1.90 either. It must have to do with my settings, but I can't figure out what. Changing gl_part_flames to "0" makes the flames reappear, but then all the torches look like crap. I remember the flames used to be show up on the floor as cool particle effects that replaced the basic flame model when gl_part_flames was set to "1".
1. where do I find the latest usable version of qrack?
2. are there cmds that will make it have the feel pro-quake like? last time I tried qrack I could just not get the feel of it. the speed or something seemed different.
Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));
Hello, R00k
Thank you for this awesome engine, i'm trying to use it with nehahra currently.
I've noticed a strange thing: cl_maxfps cvar doesn't seem to affect anything, the game seems to be locked at 72 fps no matter what settings i put into autoexec.cfg. I have vsync disabled, tried even to disable it in driver to be sure. Weirdly enough, cl_maxfps does seem to work while playing the start id1 demos, but not while an actual map loaded.
Also water alpha seems to be reset to 1 every time the engine is restarted, no matter what setting is in the autoexec.cfg.
I'm using buld 4515, my graphic card is nvidia gtx 550 ti with updated drivers.
Regards
i have the same gfx card and cl_maxfps works just fine. when u load the engine does it say "WARNING: vsync extension not found" ? oh wait! your talking about singleplayer!
use host_maxfps ## and cl_maxfps ## where ## is the max fps u want. fps > 72 for single player can cause physics problems so it was set at 72 for default.
for wateralpha, i just testing r_novis 2;r_wateralpha 0.33 then saved to autoexec.cfg and it worked fine when reloading. not sure how your cfg is saved though, maybe its skipping those commands. try manually editing your autoexec.cfg or try cfg_savevars 2.
LH: ya i saw that code in there and couldnt remember what the Wyvern was and commented that line out ! lol easiest fix.
Mono http://www.quakeone.com/qrack/dist
DirectQ was completed for dx9, he started working on v2.0 that used dx10/11 i think. He'll be back, he always comes back!
LH: ya i saw that code in there and couldnt remember what the Wyvern was and commented that line out ! lol easiest fix.
Lol, so I'm not going crazy! Let me know when you upload a new build so I can download it.
Edit: So I know I am bombarding you with a whole list of bugs lately R00k (it's been a while since I tested Qrack in SP), but I found another bug with the flames. In E1M5, a lot of the flames are simply not there. In fact, if you look up at the arch at the very start of the map, the torch flame on the left is missing. This problem is not fixed by using classic flames. I have a feeling this has something to do with a collision bug, but I could be wrong.
use host_maxfps ## and cl_maxfps ## where ## is the max fps u want. fps > 72 for single player can cause physics problems so it was set at 72 for default.
Thanks for the information, R00k! That does work!
One more thing, when i use pak0.pak file from Qrack_4497.zip release i see the default quake main menu, not the actual qrack menu:
I have to pick pak1.pak also (i suppose the 800mb version from Index of /qrack/dist is up-to-date, right?) to get the qrack menu options. Is that intended? The old pak0.pak from the 2011 release seems to contain the correct menu out of the box.
Also the q cursor isn't aligned properly with the menu options:
Lol, so I'm not going crazy! Let me know when you upload a new build so I can download it.
Edit: So I know I am bombarding you with a whole list of bugs lately R00k (it's been a while since I tested Qrack in SP), but I found another bug with the flames. In E1M5, a lot of the flames are simply not there. In fact, if you look up at the arch at the very start of the map, the torch flame on the left is missing. This problem is not fixed by using classic flames. I have a feeling this has something to do with a collision bug, but I could be wrong.
r_drawflame 1
LH: I found the save game bug, if sv_cullentities is on the engine will crash when u save a game
I already have r_drawflame set to 1, but some of the flames are still not there. Warp to E1M5 and look up at the two torches right in front of you in the starting place. You will notice the right torch is there, but the left torch is missing. There are quite a few torches missing throughout the game.
LH: I found the save game bug, if sv_cullentities is on the engine will crash when u save a game
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