If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
That'll be that dutch beer or judging by my experiences on slide maybe it's your 'ample' frame [*Cough, huge ass, cough*] :d
(jk)
Mr.Burns "Helping to keep this community friendly, helpful, and clean of spammers since 2006" WWW:Quake Terminus , QuakeVoidYou Tube:QuakeVoid Servers: Quake.shmack.net, damage.servequake.com News: JCR's excellent ctsj_jcr map is being ported to OOT
nevermind I figured it out. anyways, I love it all. I love how gl_shiny doesn't look crappy with that one certain texture. I love how decals can now be seen outside of water(which makes the decal fade distance more useful) and the skies work great!
thanks guys, I'm just waiting for "wtf this doesnt work"
but hey all is good, "service pack"-qrack bluh, this is a comunity tailored project, (ya know i post www.quakeone.com/qrack/glqrack.exe as in between updates...) for those who cant wait...
but in all I thank you for your patience, and hope there's not too many bugs.
But as bugs creep under the doors, it only makes me open another door to venture to more features.
So, request away, hopefuly in a few months ill have a tally to compile another release. But, in between time, that link above will be the underground hatch for beta/patch releases... thanks again i hope you like this release.
ok, I have a new special request! now as for decals, I think its sweet when you can see them far away and all. I also love having a long fading time so that when I play on one of the arena servers, you see all the destruction and blood hah. since you recently enabled decals to be visible outside of the water..I have a question..is there anyway to make it look like its actually underwater from the outside?
I posted an image here
and here
maybe it can have a more foggy type look from outside of the water or something
I just wanted to add this. your one great hard working Quake engine developer and Qrack has become so elite because of you. I'm all stoked to play Travail now also(I'm actually vising the maps right now as I type this and damn is it taking one hell of a long time!).
it should also follow the r_turbalpha_distance and have the same sort of water foggy darking that models or bmodels get when they are being seen from outside of the water.
Ya, that would be cool.. maybe if decal is underwater, make it more transparent or filter thru a blur pass...
tinkering with the color level of the decal seems to work based on the value of water alpha, but makes me wonder should blood be splattered underwater anyways? Bullet holes are pretty much the only underwater decal I can think of.. :/
yeah good point, blood is liquid and would just kind blend in with it irl. the bullet decals don't look too bad outside of water, but the explosion decals are horrible outside of water lol. I noticed when you gib an enemy theres that quick explosive looking blood, you should make it so only that happens if you gib an enemy underwater. other than that, just blur or fog the bullet and explosive decals
also, with the explosive blood. maybe instead of just quickly going away like outside of the water..it can just fade out underwater as if it were blending in with it.
Thanks for adding the independent lava alpha variable, Rook.
I guess loadsky doesn't work anymore? Have to specify for each map?
loadsky aka r_skybox, basically will carry from map to map if cl_loadmapcfg is set to 0. When cl_loadmapcfg 1 is set at each map load the engine reloads config.cfg and (if present) autoexec.cfg. If you have r_skybox "" in your .cfgs then the skybox will get reset. Just erase that as r_skybox is no longer saved to the config.cfg file.
Umm... why isn't Qrack saving my video settings? I double checked I had vsync ON, and TRILINIAR filtering. Then I exit Qrack... come back... voila! No vsync... BILINIAR filtering. :-?
Comment