Originally posted by LockNLoad
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QRACK v1.80
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Originally posted by Lightning_Hunter View PostI think I once saw some errors about missing sounds upon loading a saved game, like "idle.wav" and such. I think I fixed it by simply making a new save. Not sure if this is related to what you are experiencing though... More details?
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hmm odd, i havent saved a singleplayer game in 9 years
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fix it, its scaring me =O/
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seriously, I'm sure you would go insane if a nail box or health box was trying to kill you =O/
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ok, it says all this crap isn't precached. I went to singleplayer, played a few maps and then loaded the saved state..and it fixed it. still scary man, a freaking biosuit was launching nades at me on e2m3. I tried launching Qrack again and its working fine on the state load again.
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ok i loaded up e1m1, got to the 1st bridge saved, then quit quake, then reloaded, and loaded my saved game, no problem. Are u loading a game that was saved on another engine or older version of Qrack? I did pump up some default values for somethings maybe mismatching the cache??
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I'm actually using the beta version before 1.84. because of the mirror effects and no working skyscrolls
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ok Lightning Hunter and I tracked it down to when deathmatch 1 was set prior to loading the saved game, it didnt precache monsters since monsters arent precached in DM modes, u can test by starting Qrack (or any other quake) type deathmatch 1 and load a saved game...
I'll just force deathmatch to 0 when saved games are loaded
Code:Cvar_SetValue ("deathmatch", 0)
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alright, that explains a lot haha. =P
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I tried 1.80 earlier (didn't see the later build in the other thread). There is a bad/misbehaviour. On e3m1, the elevator right near the start. Hit the button, then jump. You will not land until the elevator has stopped. Instead you do bobby motion up and down. Other engines do not do this thus I think it is a bug.
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Hmm, not sure but latest build doesnt do this...
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Qrack 1.84
What's New
>> DOWNLOAD <<
New Features / Cvars:
cl_sbar_style [0 = classic | 1 = qw style]
r_lavaalpha controls the transparency of lava textures.
r_telealpha controls the transparency of teleport textures.
cl_loadmapcfg execute a .cfg file based on the map name in the gamedir
cl_footsteps footstep sounds singleplayer games only or with frikbots
gl_particle_flies render flies around dead corpse
cl_basespeedkey toggle optional +speed behavior.
chase_transparent Player model is transparent for 3rd-person view (single player only).
r_simpleitems [0 = off | 1 = soild | 2 = 50% transparent]
r_drawflame [0 = off | 1 = on | 2 = render dynamic lights for wall torches]
gl_powerupshells Q3-style Powerup Shells .mdl only.
-no24bitwad commandline parameter to supress 24bit textures for hud, menus, and conback.
added skybox.cfg assign skyboxes for each map
changed r_wateralpha_distance to r_turbalpha_distance.
The command "gamedir" now loads proper conback and executes the gamedir/config.cfg
added crosshair13 to qrack/pak0
cleaned up charset-1
Bugs Fixed:
fixed a bug when loading a saved singleplayer game, after playing a multiplayer game (deathmatch 1)
fixed skyscroll bug on brushmodels
fixed reading proquake-created .loc files by increasing the z-plane +/- 32 units
fixed glitch with skybox/blooms/wateralpha.
updated the simpleitems sprites in pak0, they had incorrect frame sizes..
gl_laserpoint glow has correct color in singleplayer.
fixed a bug when using -current would not use correct bpp, and thus produce a white display
cl_maxfps 0 equals up to 4096 maximum fps...
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, sync to frametime.
Fixed mixed particle mode of QMB and Classic particles, it was drawing triangles for classic particles.
Fixed the crosshairsize selector on the menu
I have also updated the QrackPak and the 24bit Playerskins Pak, more textures, better quality!Last edited by R00k; 11-23-2007, 09:29 AM.
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