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QRACK v1.80

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  • YA CL_MAXFPS <10 SHOULD REVERT BACK TO 10. could add 0 code easily.

    edit:

    qboolean Host_FilterTime (double time)
    {
    double fps;

    realtime += time;

    if (cl_maxfps.value == 0)
    cl_maxfps.value = 4096;
    else
    {
    cl_maxfps.value = bound(30, cl_maxfps.value, 4096);
    Cvar_SetValue ("cl_maxfps", cl_maxfps.value);
    }

    fps = max(1, cl_maxfps.value);

    if (!cls.capturedemo && !cls.timedemo && realtime - oldrealtime < 1.0 / fps)
    return false;
    Last edited by R00k; 10-02-2007, 10:57 PM.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • whats the status towards the new release?


      PLAY QUAKE DODGEBALL!

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

      Trickle's VWeps

      Comment


      • ( secret beta version at http://www.quakeone.com/qrack/qrackbeta.zip ) shhh..
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • Originally posted by R00k View Post
          ( secret beta version at http://www.quakeone.com/qrack/qrackbeta.zip ) shhh..
          heh =]


          PLAY QUAKE DODGEBALL!

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

          Trickle's VWeps

          Comment


          • flies over dead bodies! HAH =]


            PLAY QUAKE DODGEBALL!

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

            Trickle's VWeps

            Comment


            • Ya, that was requested, looks cool, and doesn't cost any fps!
              In singleplayer (or Frikbots) try cl_footsteps 1...

              The new conback was tweaked by Lightning Hunter! :d
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • R00k, I wan't able to test out your latest offering of qrack until yesterday; I am still having the ati video graphics layering issue.

                http://i210.photobucket.com/albums/b...4/qrack035.jpg

                Comment


                • Try setting gl_conalpha 1. Set in your config and restart the engine, and/or turn off multitexturing -nomtex in the command line.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • It's just a thought but for those of us who sometimes struggle with ping or who have limited graphical hardware,would it be possible to have an additional graphics mode in Qrack, like 'classic', that optimises the settings for low detail, high fps, lowest ping possible gameplay? There must be a myriad of tweaks that can be applied to speed things up or even just make the game a little more 'fluid'. This may well increase Qrack's appeal to our lower spec users.

                    Kind regards

                    Monty
                    :d
                    Mr.Burns
                    "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                    WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                    Servers: Quake.shmack.net, damage.servequake.com

                    News: JCR's excellent ctsj_jcr map is being ported to OOT

                    Comment


                    • Originally posted by R00k View Post
                      Try setting gl_conalpha 1. Set in your config and restart the engine, and/or turn off multitexturing -nomtex in the command line.
                      I'm sorry if the screenshot showed that the console had some sort of influence; it did not. I simply had the console down to demonstrate the qrack version and build I was using. Those blue texture glitches were there with or without the console. Additionally, I am already using -nomtex in the command line.

                      Comment


                      • Originally posted by Mr.Burns View Post
                        It's just a thought but for those of us who sometimes struggle with ping or who have limited graphical hardware,would it be possible to have an additional graphics mode in Qrack, like 'classic', that optimises the settings for low detail, high fps, lowest ping possible gameplay? There must be a myriad of tweaks that can be applied to speed things up or even just make the game a little more 'fluid'. This may well increase Qrack's appeal to our lower spec users.

                        Kind regards

                        Monty
                        :d
                        Try this in your qrack/autoexec.cfg:

                        //Textures
                        gl_externaltextures_world 0
                        gl_externaltextures_bmodels 0
                        gl_externaltextures_models 0
                        gl_loadq3models 0
                        gl_fb_models 0

                        //turn of print stats
                        scr_printstats 0

                        //load a sky texture (frozendusk/dmcw/snow2)
                        //loadsky frozendusk

                        //load a character set
                        //gl_consolefont charset_moon1
                        gl_consolefont original
                        gl_smoothfont 1

                        //FPS/Eyecandy settings
                        cl_deadbodyfilter 1 //dead body filter off/on/immediately (0/1/2)
                        cl_gibfilter 0 //gibs filter off/on (0/1)
                        cl_bobbing 0 //bob rotating models off/on(0/1)
                        cl_muzzleflash 1 //turn muzzleflash on for all (0/1/2)
                        r_outline 0 //turn outline on bmodels off/on (0/1)
                        r_celshading 0 //turn cellshading of bmodels off/on (0/1)
                        r_fastsky 0 //turn fast sky texture off/on (0/1)
                        r_fastturb 0 //turn fast liquid textures off/on (0/1)
                        r_explosionlight 1 //100% explosion light (0-1)
                        r_explosionlightcolor 5 //color of explosion light (0/1/2/3/4/5/6)
                        r_explosiontype 7 //change explosion type (0/1/2/3/4/5/6/7)
                        r_grenadetrail 1 //show grenade trail (0/1)
                        r_rocketlight 1 //turn on dynamic ighting of rockets (0-1)
                        r_rocketlightcolor 5 //color of rocket light (0/1/2/3/4/5)
                        r_rockettrail 3 //rocket trail type (0/1/2/3/4/5/6/7)
                        r_wateralpha 1 //allows you to see through water (0-1)
                        r_novis 0 //turn on VIS information (0/1)
                        gl_caustics 0 //turn underwater caustics off/on (0/1)
                        gl_detail 0 //turn artificial bump map texturing off/on (0/1)
                        gl_waterfog 0 //turn water fog in GL off/on (0/1)
                        gl_waterfog_density 0 //adjust water fog density in GL (0-1)
                        gl_foggreen 0
                        gl_fogblue 0
                        gl_fogred 0
                        gl_fogend 2048
                        gl_fogstart 100
                        gl_hurtblur 0 //keep these off, they do slow mo effects?
                        gl_deathblur 0 //really big FPS hit.


                        //Lighting Effects
                        gl_gamma 0.4 //adjust gamma
                        gl_contrast 1.1 //adjust contrast
                        gl_vertexlights 0 //use vertex lighting
                        gl_flashblend 0 //use proper lighting in GL (0/1)
                        gl_loadlitfiles 0 //use lit files in GL (0/1)
                        r_dynamic 1 //use dynamic lighting in GL (0/1)
                        r_lightmap 0 //enable light sources on map in GL (0/1)
                        r_shadows 0 //enable shadows in GL (0/1)
                        r_powerupglow 2 //enable powerup/flag glowing off/colored/white (0/1/2)


                        //Screen flash effects
                        cl_bonusflash 1 //weapon/item pickup flash (0/1)
                        gl_polyblend 1 //pallette shifting on in GL (0/1)
                        gl_hwblend 0
                        v_contentblend 0.05 //palette shifting while in liquid (0-1)
                        v_pentcshift 0.1 //palette shifting with pent (0-1)
                        v_quadcshift 0.1 //palette shifting with quad (0-1)
                        v_ringcshift 0.04 //palette shifting with ring (0-1)
                        v_suitcshift 0.04 //palette shifting with suit (0-1)
                        v_damagecshift 0.5 //palette shifting when damaged (0-1)

                        //Particle Effects
                        gl_bounceparticles 0 //turn on bouncing particles in GL (0/1)
                        gl_part_lightning 0 //turn on lighting gun particles (0/1)
                        gl_part_flames 0
                        gl_part_lavasplash 0 //turn on lavasplash particles (0/1)
                        gl_part_blobs 0
                        gl_part_telesplash 0 //turn on teleporter particles in GL (0/1)
                        gl_part_blood 0 //turn on blood particle effects (0/1)
                        gl_part_gunshots 0 //turn on gunshot particles in GL (0/1)
                        gl_part_sparks 0
                        gl_part_trails 0 //turn on special rocket trails in GL(0/1)
                        gl_part_explosions 0 //turn on special explosions in GL (0/1)

                        Comment


                        • Originally posted by PapaSmurf View Post
                          Try this in your qrack/autoexec.cfg:
                          Wow i should pay you to make a Qrack manual

                          ya basically if u flip thru the menus u can tone down alot of the whoop-de-doo bullsh!t in qrack... I had even started making a streamline version of Qrack called QrackLE (Light Edition) which has the very most basic (interpolation, 24bit textures, etc..) that doesnt hinder older MX cards.. as for ATI, honestly my experience with ATI and quake was always poor. I had a 3dfx card then got an ATI then returned to get an nVidia and have since gone that route. I just think that ATI and M$ dont give a sh!t about openGL!! Hell look at the shotty drivers in Frickn VISTA!

                          I should really branch to SDL, via linux or BSD etc. But then again My rig is a bubble that works for the moment.....
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • Thanks for the replies. I'll paste that into a seperate .cfg file for use on 'long range' servers such as Shmack, Fear, etc

                            Kind regards
                            Monty
                            Mr.Burns
                            "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                            WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                            Servers: Quake.shmack.net, damage.servequake.com

                            News: JCR's excellent ctsj_jcr map is being ported to OOT

                            Comment


                            • feature request..

                              I noticed Qrack does not render environmental textures behind (or from the inside of) another environmental texture (teleport, water, slime, lava) with r_wateralpha <1

                              I created this little test map to explain what i mean... use godmode to swim around in slime and lava and compare to other engines like Fitzquake.. could u make Qrack render combined env's the way Fitz does?

                              Comment


                              • Well, I made r_wateralpha ignore teleport and lava textures, is that what u mean?
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                                Comment

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