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Hmm, some servers(mods) support pqc_pingtimes (like crmod), and some mods dont. Those that dont seem to deliver latent pingtimes.
I havent quite tracked that down as it doesnt happen on my end very often. (Could be something as invalid typecasting of one of the timing variables :/ )
Did that happen much for you on the last version? I dont think I touched much on scoreboardpings in this version...
Did that happen much for you on the last version? I dont think I touched much on scoreboardpings in this version...
well in the 1.6 version the scoreboard-pingtimes were correct but they tended to disapear sometimes or lacked to update.. i play on the gchq server most of the time wich is cr-mod 6.4
well in the 1.6 version the scoreboard-pingtimes were correct but they tended to disapear sometimes or lacked to update.. i play on the gchq server most of the time wich is cr-mod 6.4
I seriously think its a timing difference, as Qrack uses a type DOUBLE for system time acuraccy, and proquake uses type (*bug) FLOAT. :/
This is also why pings arent updated when the scoreboard has READY next to your name :/
i wondered if its possible to make a quakeclient react to music in realtime.. changing various visuals on the fly synchronized to the beat of the music (much like mediaplayer visualisations)
r_celshading doesn't work properly here
cl_gun_fovscale causes weapon model to clip when firing (at the end of the animation)
Hmm, celshading requires multi texture support. Did it work for u last release??
im not sure what u mean by "clip" (at the end of the animation).
unless u mean that the sg pulls outta view (etc.)
i use cl_sbar 0 so maybe that might be a factor?
i noticed non of the numpad keys seem to work in this release.. is there any cvar that controls this? since i use some of those keys (like "*") as a "keystroke" in my mousedriver to make extra buttons on my mouse available in quake, i'd like them to work again
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