the only workaround I know right now is converting all the mod's lmp files to png, jpg, or tga.  that can take so long, unless someone knows of a program that can auto convert a bunch of lmp files at once.
							
						
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QRACK v1.80
				
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The problem is that high bit textures have priority over lower 8 bit ones.
If there isnt a 24bit texture in the mod's folder it grabs it from either /qrack
or /id1. So, I was planning on adding the commands, gl_external_textures_wad, and gl_external_textures_gfx so that this can enable/disable loading of 24bit textures of the hud, and menus , while still allowing, gl_external_textures_world, etc.. including particle textures.
AS is each mod can have its own config.cfg and thus when u load the mod it can contain these settings...
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well its more compicated than just shuffling a lookup table of folders to search thru... (silly texture loader!)
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so next we release theres going to be cfg files for each map right? that would be interesting to have a certain fog, rain, and skyboxes on maps without loading them. also ogg support please! =]=]
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1.84 Release (Public BETA)
DOWNLOAD -->> http://www.quakeone.com/qrack/qrack184.zip
Oh, before I smack this on the website / quakeone NEWS post... im submitting a public beta review...(this doesnt have the last few feature requests in the last week's posts BUT here's a list of stuff included!
I'll migrate bugfixes (or new features) within a week.. "hopefully", before going gold with this version.What's New:
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v1.84 beta
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fixed reading proquake-created .loc files by increasing the z-plane +/- 32 units
fixed flickering r_fastsky on large maps
fixed glitch with skybox/blooms/wateralpha
added skybox.cfg that will assign skyboxes for each map...edit to your preference
updated the simpleitems sprites in pak0, they had incorrect frame sizes..
gl_laserpoint glow correct color...singleplayer
fixed a bug when using -current would not use correct bpp, and thus produce a white display
cl_footsteps for singleplayer games only or with frikbots
gl_particle_flies -- render flies around dead corpse
cl_basespeedkey [0/1] toggle optional +speed behavior.
cl_maxfps 0 equals up to 4096 maximum fps...
chase_transparent [0/1] Player model is transparent for 3rd-person view (single player only).
fixed ipdump output with de-quaked names
fixed bind for shift and ctrl, pressing enter allows u to edit the values
bounding box corrections on alias models (LordHavoc)
Optimized the gl_rain code, to produce more rain with out hindering the fps
r_simpleitems 2 now value makes the sprites 50% transparent
Added r_drawflame 2 option to render dynamic lights for wall torches.
Fixed mixed particle mode of QMB and Classic particles.
(was drawing triangles for classic particles)
Added Q3-style Powerup Shells
fixed the crosshairsize selector on the menu
using console command "gamedir" now loads proper conback and executes the gamedir/config.cfg
DOWNLOAD-->> http://www.quakeone.com/qrack/qrack184.zip
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looks like your going to hit a home run with this one, I hope theres going to be ogg support next release! =]
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skyscrolls aren't working. neither do new textures for the original skyboxes like sky1_alpha.tga or sky1_solid.tga.
this is what happens

and the gl_shiny 1 problem with the one texture that looks bad.

all and all...still some sweet new features though!
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my what a pretty sight, its too bad that one level on mission pack 2 is going to look like ass without the supporting original texture lol.

lol, its going to be crap unless you fix the scrolling problem or enable sky1_solid and sky1_alpha so it looks sweet like this
idc about ogg support anymore, I like using the cds for better quality anyways.Last edited by Trickle; 01-06-2008, 07:43 PM.
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Looks like a great release ROOk. I'll test it soon... I can't wait to start putting together a skybox.cfg for myself.
A great way to add new music to Quake is to use a program like Alcohol 120% to make fake CD images on your computer of the music you like. When you load up Quake, it plays all the music direct from your HD, increasing load speed of the music - plus you can put whatever music you want into an Image file.Originally posted by LockNLoad View Postidc about ogg support anymore, I like using the cds for better quality anyways.
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Hmm, SKYSCROLL works on my endOriginally posted by LockNLoad View Postskyscrolls aren't working. neither do new textures for the original skyboxes like sky1_alpha.tga or sky1_solid.tga.
, Thought I did add sky1_solid, and sky1_alpha support....
ya the only way to fix that is to litteraly disable gl_shiny for that texture...Originally posted by LockNLoad View Postand the gl_shiny 1 problem with the one texture that looks bad.
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I think I've fixed this glitch, though I forgot which map it is to testOriginally posted by LockNLoad View Postmy what a pretty sight, its too bad that one level on mission pack 2 is going to look like ass without the supporting original texture lol.
							
						
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ROOk, I have the same problem as LockNLoad. With r_skyscroll set to "1", I just get a big Hall of Mirrors effect.
Edit: I also can't seem to get the skybox config to work... I tried the following line, but only got a Hall of Mirror effect:
e1m1 alpha512
I tried the same skybox on dm3, and it worked! Why is that? I can't seem to get skyboxes to work on any other map besides dm3...Last edited by Lightning_Hunter; 11-09-2007, 11:10 PM.
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hmm thats weird, but heres something to also add. I think that mod folder's should have their own skybox.cfg. since both quake mission packs have a map named start like quake.Originally posted by Lightning_Hunter View PostROOk, I have the same problem as LockNLoad. With r_skyscroll set to "1", I just get a big Hall of Mirrors effect.
Edit: I also can't seem to get the skybox config to work... I tried the following line, but only got a Hall of Mirror effect:
e1m1 alpha512
I tried the same skybox on dm3, and it worked! Why is that? I can't seem to get skyboxes to work on any other map besides dm3...
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