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  • Unofficial "ProQuake" 3.70 - Stable



    Download: ProQuake 3.70 - Unofficial - Zip format - 0.5 MB

    This is an effort to update the ProQuake with bug-fixes and some add modern conveniences without altering any of the look or feel of the ProQuake engine. Conservative improvements like making the brightness controls work in GLPro, fixing major rendering bugs like the historical GLQuake FOV bug, and simple things like command completion are in the scope of this; things like adding 24-bit texture support, new particle effects or unnecessary things (like an MP3 player) are not in the scope of this project.

    Unofficial ProQuake 3.70 Features

    A recap of the cumulative features:

    1. Does not require -width / -height unless you want to do that. It cycles thru the available video modes to find one that is ideal for your aspect ratio. For some players, this means no command line at all because ....

    2. The brightness slider in GLPro works now. (I still like using -gamma 0.65)

    3. Adjust the volume at any time while playing by pressing -/+

    4. You can set it up from A-Z in under 2 minutes. This means a new player can do this and you can do ALL of it from the menu.

    5. A new player can get setup by themselves with a configuration and the performance rivaling just about any existing player.

    6. You can get maximum FPS without messing with your graphics card controls. There is no longer a need to manually unlock vsync to get high FPS with ProQuake.

    7. All settings that are commonly used can be set in the menu. This includes FOV, turning mouselook on, turning off bobbing, setting their FPS, turning on the crosshair or using the centered crosshair option.

    8. Everything you would want to use as a setting save to the config. r_drawviewmodel, pq_maxfps and on and on. You do not need to edit a config.cfg or even know it exists.

    This includes a lot of bug fixes, such as fixing the infamous GLQuake FOV bug and the annoying ALT-TAB bug, both which occur on Nvidia/GeForce cards. The GL_Texture:cache mismatch bug is fixed.

    9. You can bind the whole keyboard and you can optionally bind the keypad separately.

    10. The layout of customize controls is cleaner, it is the same as before, but more organized.

    11. Has high demand features like cl_autodemo 1 to record every game you play if you want.

    12. Has show_speed 1 (to see how fast you are moving), a time command, writeconfig command, cl_confirmquit 1|0

    13. Hold down ALT to make bronzed letters in the console for Quake names and such. Hold down CTRL to also be able to do other special characters.

    14. The console letters always look nice, never warped -- unless you manually specify a conwidth/conheight.

    This won't work on cheat-free servers, it is not digitally signed by the author of ProQuake and cannot authenticate to those servers.

    There are other things. Read the changelog in the download. The source is available here.

    Most of the features in this were merged from existing engines, like JoeQuake, Qrack, FitzQuake, Enhanced GLQuake and even engines like GLQuake-113 (from 2000 or 2002!). I received some very helpful assistance from aguirRe in solving a frustrating debugging problem, and he has also helped me with other engine related issues.













    Also: The issue of the maplist and demolist commands causing startup crashes like what happened to Taxi with 3.60 where he had 300MB of demos has been eliminated.
    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 ...

  • #2
    what would it take to get it digitally signed?..f

    Comment


    • #3
      This is looking really good! Great work!

      I have one suggestion that I would like to see added to this. Would it be possible to add 'Weapon' binding to the 'Customize Controls' menu? This would be great for people that are new to Quake and don't understand the whole 'bind r impulse 7' commands.

      This isn't really for me because I am pretty fluent in Quake configuration, but would be a great addition overall I think.

      Thanks for listening.

      � swoosh �

      Comment


      • #4
        aliases get wiped when I close 3.70 & re-open (alias dredd "connect dredd.quakeone.com:26000")
        I had to reconfigure EVERYTHING (cl_bob, glflashblend, all my weapon binds etc...)

        r_mirroralpha doesn't work (Im using ATI for video)
        r_wateralpha doesn't work (ATI... makes a weird 'feedback' effect)

        I just replaced my old ProQuake 3.50 with the new version 3.70 and was it necessary to make me reconfigure all that? or did I waist my time cause it didn't read my autoexec.cfg
        QuakeOne.com
        Quake One Resurrection

        QuakeOne.com/qrack
        Great Quake engine

        Qrack 1.60.1 Ubuntu Guide
        Get Qrack 1.60.1 running in Ubuntu!

        Comment


        • #5
          I d/led this two days ago were there any changes in that time?

          Very nice Baker.. Thank you, I hate those other engines, they just don't play nice on my laptop. ;(
          With GLPro I never had a problem with Alt Tab or the other things. Brightness I couldn't get set for some reason. Just wouldn't take. Does now.. I can see again!

          I didnt have to adjust my config or anything
          www.Net-Tyme.com
          Lifes a game.. It's time to Play!
          Quake.net-tyme.com Pick your Poison.

          Comment


          • #6
            hmmm you and rook should merge this with his custom proqrack server, and add anti-wallhack occlusion
            uakene.com

            Comment


            • #7
              r_truegunangle, this depends on viewsize? Where as cl_gun_fovscale depends on (well), the fov "pinch"...

              i'd love it if this project was Darkplaces, stripped down instead of ProQuake, Built up, (no offense).

              Yet, it is on the correct path of longevity...
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

              Comment


              • #8
                but starting with proquake means
                1. it feels like quake should, darkplaces feels weird to me, too quake3ish
                2. it supports all current mods and all the proquake features that require the client to pretend to be proquake, like pq_teamscores and such...
                uakene.com

                Comment


                • #9
                  Originally posted by Yellow No. 5 View Post
                  hmmm you and rook should merge this with his custom proqrack server, and add anti-wallhack occlusion
                  RocketGuy has a ProQuake server with almost the opposite features of Rooks.

                  Originally posted by Phenom View Post
                  aliases get wiped when I close 3.70 & re-open (alias dredd "connect dredd.quakeone.com:26000")
                  I had to reconfigure EVERYTHING (cl_bob, glflashblend, all my weapon binds etc...)
                  Aliases do not save to the config in any engine and servers send you a lot of them -- for example "ready" "vote-exit" "warp" "yes" "no" are aliases servers send to you.

                  As far as having to reconfigure everything, the only reason this would be necessary is if you had your config read-only sometime in the past.

                  Originally posted by Swoosh
                  'Weapon' binding to the 'Customize Controls' menu? This would be great for people that are new to Quake and don't understand the whole 'bind r impulse 7' commands.
                  I want to expand the keys sections or make a 2nd keys section. I like your idea. Messagemode2 is a key that doesn't get bound. But I want to keep it conservative, I'll have to see.

                  Originally posted by EFESS View Post
                  what would it take to get it digitally signed?..f
                  After this reaches a point where I feel everything has been tested enough, I will be emailing JPG about some different things.

                  But quake.crmod.com is really the only cheat-free server and cheat-free has a lot of weaknesses, and as Neil and others have revealed, cheat-free has been compromised.

                  We really need a better cheat-free with some of DarkPlaces server's feature (wall-hack proofing) and something that allows all legitimate engines to be authenticated.
                  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


                  • #10
                    Baker, said:
                    Originally posted by Baker View Post
                    But quake.crmod.com is really the only cheat-free server and cheat-free has a lot of weaknesses, and as Neil and others have revealed, cheat-free has been compromised.

                    We really need a better cheat-free with some of DarkPlaces server's feature (wall-hack proofing) and something that allows all legitimate engines to be authenticated.
                    I said, people need to make a multi-mod/new cheatfree device that will work with everyclient.

                    Just that clearly the coders would have to work on their favorite client and mods, and discuss it with others so they can organize it in a team manner.

                    Since everyone says, cheatfree is no longer cheatfree.

                    I really have no idea why anyone would cheat in quake.

                    I never have, and other than using a colorized crosshair (yellow) instead of (grey) as i found grey, to well be obscured to my eyes, almost every map and everywhere in quake including CTF/3WAVE.

                    I just really need to get my eyes reassessed and get myself some spectacles, because i'm going blind in the dark.

                    If i got off my ass and took these C courses, i could help with the coding but as it stands, all i can do is sit around, baffled by the: "Cheatfree is not cheatfree, anymore."

                    ...and Lordhavocs remarks of breaking down all exploits is very unnerving to me.

                    So... as i said before, why was everyone focusing on just new engines?

                    Well i guess people do love graphics, personally i'm still happy with proquake's graphic engine.

                    But, without having a stable/uncompromised, way to have users of multiple clients connect and be scanned/tested, for any hacks.

                    It makes playing these days, stressful.

                    As you have people accuse you of cheating, and then, you figure why the fuck should i even try? if your, not going to try... then they, say: "Well if your not going to play, why are you here? why connect at all?"

                    I find it most stressful and distracting, that, someone who loves quake cannot play without having pricks tell you, you are cheating... when you never cheated a day in your life.

                    I really hope, that since there are lots of coders active lately. In the quake community, that they will all converse and congregate, to resolve this: "updated multi-client/multi-mod, cheatfree" resolution, then pull it all together into one unit for all clients/server mods.

                    Sighs, it's wishful thinking i know... as that's a lot of work.

                    Just as, i'd love to have my Schaller Floyd rose, thrown on my old squirer. But the guitar has to be Routed, and the neck would have to be replaced with a wider fret-width size, for the locking nut to fit.

                    Otherwise it will overhang, or i could comprimise the locking nut for a different nut for the, neck of the guitar.

                    But... i really don't feel like doing so. So all in all, it's just been rotting in a box for now. As having it routed and installed on the present neck, will have an overhang, because the nutsize is a tad to big for the elegantly small neck width, of the original neck on the guitar.

                    I wanted to customize the neck markers someday anyways. But as that job costs roughly 300$ or more, to have it routed, installed, and the setup redone to callibrate the floyd, and guitars string gauges to hold their tuning.

                    It's just too much work, and too much money at the moment.

                    Almost like the task, for quake programmers, to make time in their busy lives, for a side -massive- project of making quake, 100% cheatfree.

                    Anyone who uses a cheat, is an idiot.

                    But sadly, as it stands nobody can really tell who is or isn't cheating and quake playing is always going to be stressful, unless your playing someone who perfers to not talk and just play.

                    Anyways, my ramble and prattle is done.

                    Good luck.

                    BTW: I never found many proquake bugs to affect me, i guess i've been lucky with my graphics cards/sound cards.

                    But i may check out that fixed unoffical proquake sometime, just to see if their is a difference or not, in it's performance.

                    Comment


                    • #11
                      Does proquake 3.7, or any other client for that matter, have weapon switch on pickup logic? What I mean by this, make a command that allows you to set which weapons you want to switch to when you pickup a new weapon.

                      Also, it'd be nice to have fullscreen quake with a transparent (or semi-transparent) scorebar. I think i saw this in darkplaces. I think my ideal scorebar would be a full size bar for your health/armor/ammo, and then maybe a halfsize bar for the weapons/ammo/powerup bar (all centered).

                      Comment


                      • #12
                        Originally posted by PapaSmurf View Post
                        Does proquake 3.7, or any other client for that matter, have weapon switch on pickup logic? What I mean by this, make a command that allows you to set which weapons you want to switch to when you pickup a new weapon.
                        I plan on looking into that. Quakeworld has some commands for that.

                        I believe this is controlled on the mod side in (Net)Quake.

                        I don't know for sure that I would alter the engine to support such a thing if it can be done -- that really violates standards.

                        BUT

                        What would be a better solution is when a CRMOD replacement/clone is ironed out, figure out the best way to address that problem in the mod.

                        I personally know I never want switched down to a worse weapon and I never want my weapon changed if I am using the RL or the LG.
                        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


                        • #13
                          Couple things I noticed, vid_vsync isnt working realtime. My flatscreen can only do 75hz but my maxfps says 120, plus i get screen tears badly, leads me to believe even though the value says 1 its not really ON.

                          Also, gl_flashblend flips back to 1 when I cycle the view blends option, and set it to "none at all".

                          Ler:
                          I just really need to get my eyes reassessed and get myself some spectacles, because i'm going blind in the dark.
                          Didn't your momma ever tell you'd go blind if u kept doing that in the dark??
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • #14
                            Originally posted by R00k View Post
                            Couple things I noticed, vid_vsync isnt working realtime. My flatscreen can only do 75hz but my maxfps says 120, plus i get screen tears badly, leads me to believe even though the value says 1 its not really ON.
                            Right now, vid_vsync doesn't do anything, it's always off (I forgot to remove the cvar). I didn't want to get into the whole implementation of dealing with refresh rate yet.

                            gl_flashblend is something I need to think about and how to integrate it into the view blends scheme.

                            However, gl_flashblend does save to the config so if you type gl_flashblend 0 in the console, it will save and be loaded on the next session.

                            I need to implement "custom" in the advanced settings menu to detect a situation where not all of the values do not exactly match any particular settings level.
                            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


                            • #15
                              Some clarification:

                              Originally posted by Phenom
                              r_mirroralpha doesn't work (Im using ATI for video)
                              r_mirroralpha isn't supported by ATI's OpenGL drivers. It doesn't work on my Radeon.

                              Originally posted by Phenom View Post
                              aliases get wiped when I close 3.70 & re-open (alias dredd "connect dredd.quakeone.com:26000")
                              Quake does not save aliases. No Quake engine does (nor would you want it to, CAx and CRMOD and other mods send you countless aliases when you connect to those servers).

                              Put any aliases you make into autoexec.cfg <--- the place for aliases.

                              I had to reconfigure EVERYTHING (cl_bob, glflashblend, all my weapon binds etc...)
                              Is your config.cfg read-only? That's the only thing I can think would be the cause.

                              r_wateralpha doesn't work (ATI... makes a weird 'feedback' effect)
                              Do you have r_novis 1 set? Without r_novis 1, r_wateralpha does not work correctly except on vis'd maps (which few of us use because you can't play on cheat-free servers if you do this).

                              I believe Qrack has some code from TomazQuake or something called automatic water transparency. Most engines don't have that code and neither does ProQuake.
                              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

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