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QRACK v1.80

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  • Anaaaal

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    • where is that screenshot taken lockNload?

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      • e1m3, the place by the ogre and the zombies. John Romero didn't even notice it, but reminded me that everything in quake is based on geometry. it reminds me of those funny maps with blocks of water you can hide in.


        PLAY QUAKE DODGEBALL!

        http://www.moddb.com/mods/quake-dodgeball

        Trickle's VWeps

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        • Originally posted by R00k View Post
          I also have dual monitors, and if I want to use both while playing, I'll use a -window'ed mode.. I do plan on adding multi-monitor support sometimes I preferplaying a quick game on my lcd other times I want to use my CRT, but it would be easier just to select a monitor in the vid options...

          I think the gammafix.exe should work for the time being...
          Here's the crazy thing:

          My onboard ATI card is my primary on my dual monitor setup. My secondary is a Voodoo 3 2k. Qrack is displayed on the ATI, but when I exit, it's the brightness on the other monitor -- hooked to the Voodoo 3 -- that's screwed up. The ATI is fine.

          I run Qrack in fullscreen mode, too.

          EDIT: I played around with it a bit. When I change gamma or gl_contrast in Qrack, it changes the color/brightness settings on my other card/monitor. I guess my workaround will be to use whatever settings work for my desktop -- in Qrack.

          EDIT 2: Actually, my 2nd screen still goes darker when I exit Qrack, even if it looks fine while Qrack is running.
          Last edited by gulliver-trans; 01-20-2008, 04:40 PM.

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          • yeah R00k, in the next version. can you make it so that fog settings save and make it so the sky is all fog? cause it looks silly when its still visible


            PLAY QUAKE DODGEBALL!

            http://www.moddb.com/mods/quake-dodgeball

            Trickle's VWeps

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            • r00k, teamscores in Qrack still show up as "255" when a team has a negative score.

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              • Qrack has been silent for the past almost month


                PLAY QUAKE DODGEBALL!

                http://www.moddb.com/mods/quake-dodgeball

                Trickle's VWeps

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                • R00k is probably going to ambush us with a great release =]


                  PLAY QUAKE DODGEBALL!

                  http://www.moddb.com/mods/quake-dodgeball

                  Trickle's VWeps

                  Comment


                  • CMON YOU CANT KEEP ADDING FROSTING ONTOP A BAKED CAKE,
                    at somepoint you just gotta eat and enjoy..... but im working slowly but surely
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • hey R00k, do you have all old Qrack builds? it would be neat if you signed yourself up on SourceForge and have all the builds date. I really wish I still had the previous beta build, just because it doesn't have the pain power up shells. seriously, this is THE Quake engine. whether its classic NetQuake action or awesome singleplayer experience. this has true innovation with stuff like idle v weapon movement and assigning 24-bit player skins. I mean, footsteps, awesome decals, amazing skyscroll(which we hope displays flawlessly soon), assigning skyboxes to individual maps(I laugh at how certain singleplayer mission packs still say "to play with the skyboxes, use JoeQuake and type loadsky!"), and it still has the performance unlike other engines that seem to only focus on intense shadowing and lighting. I am not just saying this for a sooner new build either


                      PLAY QUAKE DODGEBALL!

                      http://www.moddb.com/mods/quake-dodgeball

                      Trickle's VWeps

                      Comment


                      • ya keep backups.







                        back up...
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • I have Qrack 160, 180, 183, and 184 zips. I have no idea which is what. Dunno which of them (if any) are betas, either.

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                          • Originally posted by R00k View Post
                            ya keep backups.







                            back up...
                            so can you put the previous version back up back up?


                            PLAY QUAKE DODGEBALL!

                            http://www.moddb.com/mods/quake-dodgeball

                            Trickle's VWeps

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                            • There is a Qrack 1.80 here:

                              http://www.gamekeep.net/downloads/quake/qrack180.zip

                              If this helps ...
                              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                              • new beta

                                okay, here's a new beta 1.85 release... reply with any bugs


                                >>> DOWNLOAD <<<

                                get the new skin pak here >>> http://www.quakeone.com/qrack/pak4.pak
                                (rename it to the highest pak # +1)

                                here's the change log:

                                What's New:
                                ================================================== =========
                                v1.85 beta
                                ================================================== =========
                                Fixed pq_scoreboardping and pq_teamfrags.

                                24-bit player skins now use only 3 files. Base, Pants, Shirt.
                                Pants and shirts are dynamically colored in-game.

                                Added 5 mouse button support

                                Added r_particle_type 0 = circle 1= square for classic particle mode

                                enable z-buffer filter on transparent models, this cleans up the image.

                                qrack will default to desktop resolution

                                added muzzleflashes for opponents

                                added Baker's APIPA ip address workaround.

                                lowered the lighting closer to black for ALL alias models, including the gun viewmodel.

                                added cl_gun_offset 0 = center, 1 = left, 2 = right. Hand placement of the weaponmodel.

                                added sv_cull_entities 0 = off 1 = only player models 2 = cull all entites
                                can save fps in singleplayer games

                                added weapon flash when being hit gl_damageshell

                                added m_directinput and m_smooth cvars.

                                disabled checking of the resolution of the conback image.
                                Also upped 8bit texture resolutions to 1024x1024.

                                created a new cvar gl_particle_count to dynamically set number of particles
                                raising this can increase quality at the cost of fps
                                lower this setting for a gain in fps.
                                default: 2048
                                maximum: 32768

                                added slight idle gun sway to viewmodel in singleplayer

                                tweaked caustics a bit..

                                fixed animation interpolation when switching weapons.

                                allow footstep sounds during demo playback.

                                added new message macros
                                %W = weapon in hand based on pq_weapons
                                %A = ammo output is "%d {ammotype} " whereas %d is a number of {ammotype} of the gun in hand.
                                %At = output the ammotype only, "shells", "nails","rockets", or "cells" based on weapon in hand
                                examples:
                                "say_team I am dropping %At at %l."
                                output:
                                "I am dropping rockets at yellow armor."

                                "say_team I am at %l with my %W and %A"
                                output:
                                "I am at Mound with my RL and 13 rockets "

                                only allow decal_bullets underwater.
                                fixed color of decals when viewed through water.
                                - ie. if your in water looking out at a decal, its not as vivid.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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