Announcement

Collapse
No announcement yet.

Qrack Setup Questions/Answers

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • blunts thats not a sprite it is a skin someone here made i accidentally put it in the qrack pak
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • haha ya I had this ogre for a while well until I decided to make Qrack videos.

      It's easy to remove it and replacing it with the original... tell me if you can't find how!


      @R00k

      Your Qrack update looks good I'm going to have a try but so far all updates were more headache than anything else (to have a consistance in the videos).

      Comment


      • Oh he's a keeper!
        Barney Rubble ogre is seekkkk c.....
        Thanks Mark,I love it.You the MOM!
        WARNING
        May be too intense for some viewers.
        Stress Relief Device
        ....BANG HEAD HERE....
        ---------------------------
        .
        .
        .
        .
        .--------------------------

        Comment


        • Hey Bluntz let's fix a game soon?? And did you know we can see you in the video below but if you find where... well you will be the only one who can.

          [ame=http://www.youtube.com/watch?v=7cbJb1BVfgI&hd=1]s7 conclusion - YouTube[/ame]

          Comment


          • Yes you can use .lit files with Qrack

            Hi!


            I was very surprised ".lit" files coming along a map can be used with Qrack.

            So here what R00k is saying about it.


            Hi R00k!

            I'm trying GB new map at Testers needed for FFA map.

            I got a question... I've seen many times these ".lit" file (light) but I just wonder if you can use it with Qrack cause I think this is a DP file.

            = = =

            Yes you can use .lit files with Qrack. Just put the .lit file in the /maps folder with the map itself OR u can put them in /qrack/lits/

            to enable colored lights, use gl_loadlitfiles 1 or, in the graphics options menu turn on colored lights.

            Comment


            • Hey R00k, been a while since I played Quake. What is the latest build of Qrack? What's new? Is there support yet for any of those SP maps that required a limit-removing port, like Warpspasm?

              Comment


              • Hey Good to see you back!

                Yes, the newest Qrack will load large levels via protocol 666.

                It's always in this evolving state, though it seems pretty stable.

                http://quakeone.com/qrack/dist/qrack4333.zip
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • Originally posted by R00k View Post
                  Hey Good to see you back!
                  Thanks. I have a new wife, so my computer time is naturally much less. I'm not complaining, of course.


                  Yes, the newest Qrack will load large levels via protocol 666.

                  It's always in this evolving state, though it seems pretty stable.

                  http://quakeone.com/qrack/dist/qrack4333.zip
                  Awesome! I'll let you know when I play some of those maps, and give a full report.

                  Did you ever get around to fixing the location of the weapon icons with the Rogue mission pack? I have the weapon icons set to the right side of the screen, and when I switch to the lava guns or multi grenade launchers, they appear on the bottom instead.

                  Anyway, glad to see you are still working on Qrack!

                  Edit: Hey R00k, I noticed that in Frikbot editing mode, I can no longer "touch" the waypoints in noclip mode with build 4333. With the old versions, I could edit waypoints in noclip mode, but no longer can. Any idea what the reason is for this?
                  Last edited by Lightning_Hunter; 01-13-2014, 11:29 PM.

                  Comment


                  • Hmm, weird. Something sounds familiar about noclip and touch functions.
                    I'll have to dig into it maybe make a cvar to toggle. I'm thinking someone else requested that triggers dont get touched if in noclip....
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • I just now checked all the builds of Qrack that I had in my Quake folder, and found that the noclip change started somewhere between build 3655 and 3864 (I don't have any builds between those two, but it started somewhere in there). Not sure if that helps you at all. I haven't modified Frikbots for a long time, so I'm just now noticing this change.

                      Comment


                      • R00k, I've noticed two more issues with the Frikbots. The first may not be a problem, but I get a warning when lots of waypoints are loaded that says "601 edicts exceeds standard limit of 600". Does this effect anything, or is it just a warning? I never got this in the past.

                        The second issue is that nothing is being saved to my config file once something is set. For example, if I set a skill level and it is written to config.cfg, I can't change it ever again unless I modify config.cfg manually. Is there a setting that is causing this?
                        Last edited by Lightning_Hunter; 01-16-2014, 11:34 AM.

                        Comment


                        • hmm odd might be a flag in the cvar definition though i dont recall modifying the skill cvar ill have to test it

                          is it just config.cfg or autoexec.cfg or anything.cfg?
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                          Comment


                          • Originally posted by R00k View Post
                            hmm odd might be a flag in the cvar definition though i dont recall modifying the skill cvar ill have to test it
                            I edited my post above. I realized that it applies to ALL cvars; not just skill. Nothing is being written to config.cfg after a cvar is already set.

                            Edit: Something very strange is going on. I found that if I turn cfg_savevars to "1", then nothing can be overwritten in the .cfg file. If I change the map, the cvars are reset to what is already in config.cfg. If I set cfg_savevars to "0", then I'm able to change the cvar, but only if I exit the game. Changing the map resets the cvar either way. It doesn't reset to the default value, mind you; it resets to what is already in the .cfg. So if I delete all the cvars in my .cfg file, then I can set them to what I want in the game, but they are then set that way permanently. I did double check to see if any files were read-only, and they are not.
                            Last edited by Lightning_Hunter; 01-16-2014, 11:59 AM.

                            Comment


                            • Hey R00k, any luck on fixing the noclip issue? I have the urge to do some more Frikbot waypoints, but it's too much of a nuisance with this issue (I do about 50% of my editing in noclip mode). I would use other older builds, but they get the "packet overflow" issue in large maps that also makes waypointing too difficult. The last version that worked well for waypointing was 1.90, but that version crashes my system now for some reason.
                              Last edited by Lightning_Hunter; 01-18-2014, 03:26 PM.

                              Comment


                              • k this might be an old overlooked bug as i have always had an autoexec.cfg
                                migt have to go back thru the code changes i made after 1.9.( fives years back)
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                                Comment

                                Working...
                                X