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  • #76
    I can confirm the missing torch bug on build 4515:



    I had to extract gfx folder from earlier versions of pak0 to get rid of menu issues. The updated pak0 (from Qrack_4497.zip) doesn't contain gfx folder at all, pak1.pak (Index of /qrack/dist) doesn't contain the *.lmp files.

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    • #77
      Originally posted by vegetous View Post
      Also reporting that "-noforcemparms" did not solved the problem (the problem was "solved" with the refresh rate change).
      try m_noforcemparms 0 as this is set 1 by default when the engine starts up.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #78
        Hey R00k, got a new build yet with the flame fix?

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        • #79
          Just found another small bug in E4M3. One of the windows doesn't appear in the room with the teleporting Scrags. This is pretty close to the start of the map.

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          • #80
            Also, monsters sometimes don't seem to teleport for some reason. In E4M3, there is a gold door at location "-995 260 172" that has two Ogres behind it. When the player collects the gold key (located at "1855 -16 257"), two more Ogres are supposed to teleport behind this door (for a total of 4 Ogres behind the gold door). However, Ogres did not appear for me. It doesn't seem to happen all the time, though. I noticed a few times during this play-through of Quake, I didn't have 100% kills in several maps, despite the fact that I got all the secrets and know where all the monsters usually are. I think a few of them didn't teleport in, like the two Ogres.
            Last edited by Lightning_Hunter; 07-22-2014, 12:41 PM.

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            • #81
              I was having some issues with some protocol features; though, I cant reproduce that bug your ss has in my current build.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #82
                Originally posted by R00k View Post
                I was having some issues with some protocol features; though, I cant reproduce that bug your ss has in my current build.
                Maybe you already fixed it. Did you read my message about the teleporting monsters?

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                • #83
                  I have a request for you, R00k. Can you add support for Stereo sounds in Qrack? There is an awesome sound mod for Quake called EpiQuake that has many sounds in stereo. They don't play in Qrack (so many of the sounds are muted). You can download the mod here:
                  EpiQuake mod - Mod DB

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                  • #84
                    Originally posted by lightning_hunter View Post
                    i have a request for you, r00k. Can you add support for stereo sounds in qrack? There is an awesome sound mod for quake called epiquake that has many sounds in stereo. They don't play in qrack (so many of the sounds are muted). You can download the mod here:
                    epiquake mod - mod db
                    ^^ :d

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                    • #85
                      R00k, I know you recently fixed the Rogue HUD bug with the weapons appearing on the bottom of the screen instead of the right side, but there is another minor bug with the ammo icons being in a strange location:



                      I'm not sure if you intended the ammo icons to be to the left of the numbers, but they are also cut off.

                      Also, I hope you know that the request of adding support for stereo sounds was simply a request. These bugs obviously have priority over such a request, and I don't expect you to add it right away or anything.

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                      • #86
                        I welcome all suggestions, and bug reports. I cant possibly test every little aspect, so its a great help when others find bugs for me I'll see what's going on with that hud... I'm also trying to fix something that's not allowing some large maps to load.

                        hmm looking at my rogue it looks like this


                        when i press 4 repetitively the ammo icons light up alternatively, and the values change.
                        maybe i can expand the image a bit to the left since the custom icons u have are a little bigger..
                        Last edited by R00k; 07-29-2014, 07:16 AM.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #87
                          Originally posted by R00k View Post
                          I welcome all suggestions, and bug reports. I cant possibly test every little aspect, so its a great help when others find bugs for me I'll see what's going on with that hud... I'm also trying to fix something that's not allowing some large maps to load.
                          Well, it's been a while since I played through Quake and the Mission Packs, so I am simply listing all the bugs I see as I progress through them. This should be a good way to make sure SP is up to par, since I'm sure people test Qrack more often with Multiplayer.

                          hmm looking at my rogue it looks like this


                          when i press 4 repetitively the ammo icons light up alternatively, and the values change.
                          maybe i can expand the image a bit to the left since the custom icons u have are a little bigger..
                          I think expanding the image to the left should suffice.

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                          • #88
                            I suddenly can't get the player model to load a high-res skin. I placed "player_0.png" in Qrack\Textures\Models, and also tried placing it in the game folder, but nothing seems to work. The skin seems to be the default no matter what I do. I don't have any custom models for the player or anything like that. It's all the default. Does this have to do with a setting in my config, or is it a bug?

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                            • #89
                              Okay, I had to change the teamskin behavior.

                              When the player model is loaded, it has a base skin, a shirt skin and a pants skin. The base skin has black areas where the shirt and pants are so Qrack can dynamically color those textures. Though, online multiplayer games create an issue. When the player dies, only the base skin is shown; making black corpses. So, what I changed was, if cl_teamskin is 0 when the engine starts it wont load that black base skin. So, dead bodies look proper. Which, makes using teamskins more cumbersome.

                              for now, a workaround...
                              If you type cl_teamskins 1 in console, either type FLUSH or reload the map.

                              I'll try to clean this up in the next release.
                              Last edited by R00k; 08-04-2014, 05:47 PM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                              • #90
                                Originally posted by R00k View Post
                                I'll try to clean this up in the next release.
                                I'm looking forward to the next release!

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