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I dont think I will support every singleplayer map that breaks compatibility.
What compatibility will it break? Darkplaces has it, doesn't it? Can't Lord_Havoc just give you the code for warpspasm support, assuming he is willing to do that?
the new -no24bitwad is very useful now. makes it a hell of a lot easier. I even found out that all I had to do was a load a skybox for Malice on the start.bsp and the leak is gone!
one complaint I have is when you fire shotguns, it kicks back to the first frame too fast. I've seen this on previous releases of Qrack, but hey this was a beta build anyways
I also have a question, have you thought of making a progs.dat that allows vwep? that would be pure awesomeness to not only experience it on NetQuake, but see all the assigned 24-bit skins using them!
as for the luma, maybe its just brighter on ezquake? I'm not sure if gl_fb_models "1" did anything or not. anyways, I look forward to the official release! =]
the new -no24bitwad is very useful now. makes it a hell of a lot easier. I even found out that all I had to do was a load a skybox for Malice on the start.bsp and the leak is gone!
one complaint I have is when you fire shotguns, it kicks back to the first frame too fast. I've seen this on previous releases of Qrack, but hey this was a beta build anyways
Maybe I can add a couple virtual frames in there to smooth it out...
I also have a question, have you thought of making a progs.dat that allows vwep? that would be pure awesomeness to not only experience it on NetQuake, but see all the assigned 24-bit skins using them!
Ya, last year I implemented vweap support client side... but in doing so lost team colors both with cl_teamskin and without, so I removed it.
Now that cl_teamskins use dynamic skin overlays it should be possible. I know you are working hard on making new vweap models so this is a feature to be added in the near future.
as for the luma, maybe its just brighter on ezquake? I'm not sure if gl_fb_models "1" did anything or not. anyways, I look forward to the official release! =]
gl_fb_models 1 does work. But not on player models. Maybe try gl_lightmode 2 as this makes the pallete brighter.
here's the list of additions for this beta release:
added: outlines on player models are colored the color of the team, but do NOT glow in the dark!
fixed mouse after alt-tabbing. d_input was disabled.
fixed: gl_picmip was broken. I guess no one uses it anymore
implemented vertex arrays throughout the renderer, where applicable
show_ping 0|1 [show_ping_x,show_ping_y]
will place your ping average on the screen.
updates every 4 seconds. also shows person's ping in eyecam.
added cl_web_download [0/1] Toggles automatic downloading of missing files from the "cl_web_download_url" value.
fixed the angle of the gl_laserpoint beam to equal cl_gun_offset
added: Qrack will detect when a "match" begins and will force the client to main focus.
This way if a player alt-tabbed, the game will switch into view when everyone ready's up.
-no24bitwad will still use 24bit textures in the -game folder...
fixed capture_demo if disconnect was called at the end of the demo.
added version checking, through web interface on Qrack's website
added sys_disableWinKeys, (finally) made winkeys bind-able
lwinkey = left windows key
rwinkey = right windows key
popupmenu = windows menu key
also i might add that rshift / lshift , rctrl / lctrl, and ralt / lalt are bind-able independently... I think Yellow#5 asked for that like 3 years ago!
one last problem. its with Malice. for some reason when I use the probe item, when I would view myself from it..it would show my player model with the player_0.png. even if I have cl_teamskin 0. so I decided to make special team skins for Malice
so I was trying again
but it would still load _cl_color "0", which is better than nothing anyways
this actually doesn't bother me at all..its just that the probe doesn't even move! your suppose to hold the fire key and it would move. I also heard footsteps when I was using it..which was sorta funny. what do you think is causing it not to fly? I think it actually flew in the last version of Qrack.
*edit*
it didn't fly, but after you ejected it. the broken probe would appear on the ground like its suppose to
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