oh, I noticed when r_bloom is on water gets bright sometimes and then you'll move a little bit and its not. anyway to fix that?
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QRACK v1.80
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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
Last edited by Trickle; 10-29-2007, 10:23 AM.
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weird, actually the sky4_alpha.tga and sky4_solid.tga along with the two others won't work..any reason for that R00k?
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ok, here is the water bloom problem I have. r_novis 1 did fix the heaven's gate like glow..but this happens.

and then if I look away slightly..
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Hmm, i was doing a lil testing and found that this happens when using blooms and skyboxes with r_novis 1 and r_wateralpha < 0...
so somewhere blooms and skyboxes are conflicting
I'll have to fix this for the next release... which is real soon...!
Oh speaking of skyboxes, I have added the ability to assign skyboxes to maps using a simple cfg file. :d Lightning Hunter will be pleased
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Thank you
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?

Apologies if you already read the e-mail.
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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....
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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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Originally posted by R00k View PostOh speaking of skyboxes, I have added the ability to assign skyboxes to maps using a simple cfg file. :d Lightning Hunter will be pleased

Yup, I'm pleased.
Did you create that option by giving the ability to change any setting you want per map? I think that was a great idea.
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is the map vis'ed?Originally posted by LockNLoad View Postthis 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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they are just the original quake maps, how can I fix?
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run vis on the maps
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ok I just installed, is it normal to not see decals from outside of water looking in?
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ok, there was an auto installer for id maps. what do I do if there is just hipnotic.dat and hipnotic.vis?
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