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all I can say is...Qrack is without a doubt the most attractive and fun to use NetQuake engine. as soon as it has the skygroup command and maybe support ogg files for Quake and its mission packs..it'll be UNSTOPPABLE!
its fun to say "I love Qrack out loud!" :d
speaking of mission packs on Qrack..anyone ever notice this funny number on Dissolution Of Eternity?
of course, Qrack is the doctor with r_skyscroll 0!
of course you can also make the sky look better by getting the latest retexture pack with nicely redone blue and purple skies or if there is a way to get the Qrack sky in that little box
Thanks R00k! I just sent you an e-mail. Not sure if you check that acct any more. Here it is here, just in case someone else has seen it too:
I've been noticing that the flags on the floor are mostly under the floor lately. Is this a change from default behavior? If you are getting this too, would you look into it plz?
ok 1st i fixed the water glitch with skybox/blooms. The skybox code was changing the glBlendFunc values and I didnt have it set in the wateralpha code, which really didnt do anything until blooms were enabled
second that flag in the ground isnt an engine bug, its kinda a mod thing.
In my ctf mod, classic mode, it uses the keys. then the flag is dropped
I flip it over on its "head". In the engine if you use cl_teamflags, it replaces
those "keys" with the ctf flag model. So, in effect, the flag is on it's "head" but
sinks in the ground. I should fix this in the mod....
this is all great, but I have another question. when I have r_wateralpha low, I can only see monsters or items if they are like an inch near or touching the surface of the water...and if they are just a bit lower they are invisible. any reason for that?
this is all great, but I have another question. when I have r_wateralpha low, I can only see monsters or items if they are like an inch near or touching the surface of the water...and if they are just a bit lower they are invisible. any reason for that?
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