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QRACK v1.80

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  • Sounds like some nice stuff :d

    I think the player model coloring from the other threads sounds very nice.
    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 ...

    Comment


    • ya it's pretty straight forward, and will use less texture memory.
      I haven't ported it to md3 models, but it will be easy to do so. We just need a decent FINISHED md3 player model. I figured I could atleast post this version thus far instead of adding more features. It felt like 1997 editing skins again
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • pmodel is flashing black now

        Comment


        • elaborate pmodel = player model, and you downloaded the new skinpak and using cl_teamskin 1 and what gfx card etc?????

          Disclaimer: use ATI+Qrack at your own risk...
          Last edited by R00k; 02-18-2008, 03:25 PM.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

          Comment


          • Rook, open gl_draw.c and replace the following with this:

            Code:
            /*
            ================
            Draw_BeginDisc
            
            Draws the little blue disc in the corner of the screen.
            Call before beginning any disc IO.
            ================
            */
            void Draw_BeginDisc (void)
            {
            #if 0 //Baker: Intel display adapter fix
            	if (!draw_disc)
            		return;
            	glDrawBuffer  (GL_FRONT);
            	Draw_Pic (vid.width - 24, 0, draw_disc);
            	glDrawBuffer  (GL_BACK);
            #endif
            }
            Qrack will probably run on about 5x as many computers and maps load faster too regardless of video card. This is the difference (the only difference) between glpro running or not running on Intel display adapter and I tried it with JoeQuake 0.14 and it makes it work as well.

            Yes, this seems remarkably simple, but it's true. 2 lines of code make GL engines not run on *countless* Intel display adapters. Something about Intel display adapters not supporting switching between front and back buffers and aside from timerefresh, this is the only place this is ever done.
            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 ...

            Comment


            • Originally posted by R00k View Post
              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.
              woo! time to party


              PLAY QUAKE DODGEBALL!

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

              Trickle's VWeps

              Comment


              • actually I already have this

                Code:
                void Draw_BeginDisc (void)
                {
                	if (!draw_disc)
                		return;
                	
                	if (!strcmp(gl_vendor, "Intel"))
                		return;
                
                	glDrawBuffer  (GL_FRONT);
                	Draw_Pic (vid.width - 24, 0, draw_disc);
                	glDrawBuffer  (GL_BACK);
                }
                Intel cards dont like "glDrawBuffer (GL_FRONT)", also present in R_TimeRefresh_f
                though, on my laptop i still get black colored menu

                More information here -> http://softwarecommunity.intel.com/a...s/eng/1685.htm
                Last edited by R00k; 02-18-2008, 10:47 PM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • the power up shells look amazing now


                  PLAY QUAKE DODGEBALL!

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

                  Trickle's VWeps

                  Comment




                  • look how smooth the comparison is. Qrack managed to have a nice shell around the structure of the weapon, while ezQuake still has some blocks.



                    did you fix the sky scroll? =]


                    PLAY QUAKE DODGEBALL!

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

                    Trickle's VWeps

                    Comment


                    • [QUOTE=LockNLoad;40791]

                      Is that a powerup glow there?
                      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 ...

                      Comment


                      • the blue overlay is a powerup color shift controlled with v_quadcshift
                        also v_suitcshift, v_ringcshift, and v_pentcshift...

                        the skyscroll was fixed by MH and should run 10x as fast also...
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • yeah, its mad nice. btw, amazing job on the skins! I'm probably going to use the old skins instead though..because I think they look better for Quake and they are more like the original ranger...but this is what I was waiting for! =]


                          PLAY QUAKE DODGEBALL!

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

                          Trickle's VWeps

                          Comment


                          • Can't get it to work! What do I need to do specifically?

                            I've been looking at JoeQuake 0.15 (Build 1329, not 1862) and it has an awesome quad effect with md3 models. I've been trying to make it work with just regular .mdl (although I've not tried very hard yet).

                            /I've been thinking about adding EF_BLUE and EF_RED support [on players ONLY] in ProQuake and then bugging a certain someone with an ideal CRMOD replacement to add it in on the mod side. Non-supporting clients would just ignore. I think the "normal" Quad effect is quite, um, lame and I think the option to have glowing players (Quake 3 style) would be better.

                            pq_scoreboardping
                            I've noticed that in excess of 8 or 9 players, ProQuake's ping parsing is always wrong for at least some players. DarkPlaces doesn't have this problem. You didn't fix that particular issue, did you? Just wondering.

                            Added 5 mouse button support
                            Are you sure it's just 5?
                            Last edited by Baker; 02-18-2008, 11:55 PM.
                            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 ...

                            Comment


                            • More thoughts:

                              1. Start up speed = VERY impressive indeed!

                              2. Yeah, it runs just fine on my Intel display adapter. Too bad someone didn't discover that fix 5 years ago. A lot of people were faced with the choice of buying a video card just to play Quake or just playing the countless other games that actually worked with those Intel display adapters.

                              I have to say I really like the streamlined menus you are using.
                              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 ...

                              Comment


                              • heres another image



                                the player model is correctly colored with the EF_BLUE bit set in ctf.

                                Can't get it to work! What do I need to do specifically?
                                try setting gl_hwblend 0... if u cant get the v_ shifts to work...

                                I've been thinking about adding EF_BLUE and EF_RED support [on players ONLY] in ProQuake and then bugging a certain someone with an ideal CRMOD replacement to add it in on the mod side. Non-supporting clients would just ignore. I think the "normal" Quad effect is quite, um, lame and I think the option to have glowing players (Quake 3 style) would be better.
                                ya already ctf.quakeone.com supports EF_RED / EF_BLUE mod side...

                                pq_scoreboardping

                                I've noticed that in excess of 8 or 9 players, ProQuake's ping parsing is always wrong for at least some players. DarkPlaces doesn't have this problem. You didn't fix that particular issue, did you? Just wondering.
                                Not sure about that, but MSG_ReadShortPQ was fubar'd for some reason..
                                So pqc_ping_times was showing erroneous values . Also pqc_team_frags was corrupt with < 0 or > 256 values.

                                This fixed that bug...
                                Code:
                                int MSG_ReadShortPQ (void)
                                {
                                	int	c;
                                	c = (short)(MSG_ReadBytePQ() + (MSG_ReadBytePQ() << 8));//R00k 
                                	return c;
                                }
                                "Added 5 mouse button support"
                                Are you sure it's just 5?
                                Well my mx518 only can bind 5 buttons, the other 3 are driver set.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                                Comment

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