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Goodbye Forever, WinQuake?

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  • #16
    Originally posted by ORL View Post
    Looks like r_draworder 1 to me.
    Don't state shit that doesn't exist, you lame pucker with no delight, or flare.

    I'll have to ask R00k, sometime, i'd love to use prowinquake again, if it didn't run so fucking slow on the newage cards.

    I really miss it, it has such better texturizated details in the dithering of each texture.

    Like i said before, quake = living artwork.

    It is truely beautiful.

    Comment


    • #17
      Originally posted by ORL View Post
      I don't want to ever stop using winquake. I love pixels!
      Yeah, I can't run my hacked maps without... erm, I mean, yeah those groovy pixels.

      /Just kidding btw.
      Quaketerminus.com Quake files & links

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      • #18
        Originally posted by Lerster View Post
        Don't state shit that doesn't exist, you lame pucker with no delight, or flare.
        Why don't you try typing it in the console and see for yourself?

        Comment


        • #19
          Originally posted by ORL View Post
          Why don't you try typing it in the console and see for yourself?
          Might work in WinQuake, doesn't seem to work in d3dpro370.exe

          d3dpro370 is basically GL ProQuake except that it doesn't use OpenGL for rendering and instead uses Direct3D/DirectX, I think r_draworder 1 is a winquake option and not a glquake one.

          r_draworder

          Game: WinQuake

          Type: Toggle

          Default: 0

          Description: Toggle the correct order of rendering walls.

          Note: This toggle will change the order which is used to properly render the visible walls on a map. The default rendering order first renders the walls which are far away and then renders the walls which are close to the player thus the walls that are closer to the player will cover up the far away walls. When this toggle is enabled the rendering order will be reversed, so that the player will be able to see right through the walls which are close to him creating a x-ray type effect. This toggle allows map makers to see how much of the map is actually rendered and which parts of the map are rendered but would not be seen by players. This allows map authors to optimize the maps by limiting limiting the number of far away walls which are rendered. This command does not work during multiplayer games.
          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


          • #20
            Originally posted by Baker View Post
            Might work in WinQuake, doesn't seem to work in d3dpro370.exe

            d3dpro370 is basically GL ProQuake except that it doesn't use OpenGL for rendering and instead uses Direct3D/DirectX, I think r_draworder 1 is a winquake option and not a glquake one.
            Okay, that makes sense. From the look of those screens, it just looked like r_draworder 1 with no vis calculations. That's all.

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            • #21
              I thought I left feedback to this. Guess not.
              Baker - nicely done.
              Only places that could use improvement: the shadowing in the new GLpro is a bit much. If manipulated to replicate the original GLquake(or make colors yellow blue red more distinct, as in winquake, IF possible), this would be neat! (I saw you replied to PapaSmurf already)

              And the alt-tab owns my pc. Minor concern.

              Indirect concern would be getting crmod to accept the client if possible, or to have an updated server side CR.

              Otherwise, awesome job.

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              • #22
                Originally posted by Stung View Post
                Only places that could use improvement: the shadowing in the new GLpro is a bit much. If manipulated to replicate the original GLquake(or make colors yellow blue red more distinct, as in winquake, IF possible), this would be neat!
                No worries, it'll look exactly like GLQuake/GL ProQuake when I get a chance to revisit the lighting code

                And the alt-tab owns my pc. Minor concern.
                That's a shame. Are you getting an "off-centered" screen or a "all messed up" screen when ALT-Tabbing or something else?


                Indirect concern would be getting crmod to accept the client if possible, or to have an updated server side CR.

                Otherwise, awesome job.
                Thanks!

                After I get the features into this I want it to have I'll start looking into options more to see if it can be made to connect to cheat-free.
                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


                • #23
                  Two bugs i found in D3Dpro:

                  1. cl_bobcycle is broken. I have this set to 0.6 (default), and my screen was actually bobbing and 0.6 Hz just standing still. Usually bobcycle will only have an effect if cl_bob is 1. Setting cl_bobcycle to 0 fixes it, but it's still not workign correctly. Incidentally, the reason I have cl_bobcycle as a nonzero value goes back to winquake.exe. In winquake, setting bobcycle to 0 actually displaced your point of view to be lower on your body. This can be tested easily by going to e2m2 and running around the knee deep water, with bobcycle 0, your view is now underwater!

                  2. When ever i pick up an item, the screen flash effect persists until i fire.

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                  • #24
                    Originally posted by PapaSmurf View Post
                    Two bugs i found in D3Dpro:

                    1. cl_bobcycle is broken. I have this set to 0.6 (default), and my screen was actually bobbing and 0.6 Hz just standing still. Usually bobcycle will only have an effect if cl_bob is 1. Setting cl_bobcycle to 0 fixes it, but it's still not workign correctly. Incidentally, the reason I have cl_bobcycle as a nonzero value goes back to winquake.exe. In winquake, setting bobcycle to 0 actually displaced your point of view to be lower on your body. This can be tested easily by going to e2m2 and running around the knee deep water, with bobcycle 0, your view is now underwater!

                    2. When ever i pick up an item, the screen flash effect persists until i fire.
                    cl_bobcycle 0 rocks. just thought i'd mention that.

                    Comment


                    • #25
                      Originally posted by Baker View Post


                      That's a shame. Are you getting an "off-centered" screen or a "all messed up" screen when ALT-Tabbing or something else?
                      I'm going to assume it's Windows Vista that's the problem -- it entirely crashes the program.

                      Comment


                      • #26
                        Originally posted by Stung View Post
                        cl_bobcycle 0 rocks. just thought i'd mention that.
                        in glquake and winquake, it kinda sucks. For some reason, setting cl_bobcycle to 0 fixes your viewpoint at the low point of the bob, rather than the midpoint. So on some levels where the water is waist deep, your viewpoint will be underwater rather than out of the water.

                        setting cl_bob 0 and cl_bobup 0, will get rid of the bobbing motion, regardless of what cl_bobcycle is set as (except in d3dpro370.exe).
                        Last edited by PapaSmurf; 06-25-2007, 08:21 PM. Reason: typo

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                        • #27
                          Originally posted by PapaSmurf View Post
                          setting cl_bob 0 and cl_bobup 0, will get rid of the bobbing mothing, regardless of what cl_bobcycle is set as (except in d3dpro370.exe).
                          If only d3dpro370 is doing this wrong, it may be resolved in the next release.

                          The D3DQuake guy, who wrote the code that was assimilated into this, used a compiler option that affected rounding (in a way that affects a lot of the code in a very unintended way).
                          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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