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Unofficial ProQuake 3.76 - Beta
				
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 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 ...
 
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 Download: ProQuake 3.79 - Unofficial - Zip format - 0.9 MB
 
 This one mostly contains a lot of small fixes. Like the last 2, it doesn't acknowledge the conwidth/conheight parameter if used (I forgot to fix), nor does it have the ability to turn vsync off yet. And animation interpolation is not in the menu and is on by default, which is not quite the way I want it because while I think interpolation is fine in single player, I don't like having it on in deathmatch for some reason.
 
 The source is here.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 ...
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 It smoothes out animations, like how in the original quake, the torches moved kinda jerky. With interpolation, it smooths it out so they move quickly and fluidly. Go to Darkplaces, look at a torch, and turn interpolation on and off, you'll notice the difference. I don't know how it could mess up your DM experience, its more of a slight graphical tweak.
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 There is animation interpolation and transform interpolation.
 
 Animation interpolation blends from one frame to the next for all models, most noticeably the player and weapon viewmodel, making a nice fluid animation.
 
 Transform interpolation, is more for single player, as it smooths out the movements of the monsters, and bots.
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 Type r_inter in the console and press tab slowly 4 time and it will show the variables. Set each of those to 0 to turn them off, 1 to turn them on.Originally posted by PapaSmurf View Postso which interpolation are we talking about? and what are the variables to turn these on and off on the various engines?
 
 Interpolations bugs me in multiplayer. I can remember always turning that off in JoeQuake first.Originally posted by Monster View PostIt smoothes out animations, like how in the original quake, the torches moved kinda jerky. With interpolation, it smooths it out so they move quickly and fluidly. Go to Darkplaces, look at a torch, and turn interpolation on and off, you'll notice the difference. I don't know how it could mess up your DM experience, its more of a slight graphical tweak.
 
 In single player, without interpolation the animation is so jerky as to look primitive.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 ...
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 [Video Mode]
 
 Current Mode In Pixels 1024x768x32 bpp
 Primary Display Adapter NVIDIA Vanta/Vanta LT (Microsoft Corporation) (1)
 Resolution Width X 1024
 Resolution Height Y 768
 Color Setting (True Color)
 Vertical Refresh 75 Hz
 
 [System]
 
 Windows XP 5.1 build 2600 (Service Pack 2)
 
 CPU Clock Speed 1.0 GHz (Gigahertz)
 Memory Usage % 30 % used
 Total Physical RAM 785,904 Kbytes
 Total Available RAM 542,316 Kbytes
 
 D3dpro, wqpro rel. 376,377,378,379
 
 every version crashes w/ my setup when too much chaos happens onscreen.
 
 And now winpq350 is now crashing, had to re-install.
 
 Joequake works for now I guess...  
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 I had posted this in response to your post in the other thread:every version crashes w/ my setup when too much chaos happens onscreen.
 
 And now winpq350 is now crashing, had to re-install.
 
 Joequake works for now I guess...  
 
 If you can provide me that information, there is a good chance I can solve it.Originally posted by Baker View PostThanks for info and the detail, can I get some more information?
 
 1. Was the chaos that caused the crash in single player or online multiplayer?
 
 2. IF single player: was it a custom map or standard id maps? If custom, what one? (Some custom maps approach entity limits like CMC and chaos like a whole bunch of particles everywhere will break Quake's [and therefore ProQuake's] limit and crash it).
 
 3. IF not a single player custom map: Does glpro376 or 377 work on your system?
 
 4. IF not a single player custom map: If you have used ProQuake 3.50, do you have similar problems with wqpro?
 
 I have now closed the old version 3.70 and version 3.60 threads so that new comments are in a single thread.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 ...
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 Answers:
 
 1. While playing wqpro online or w/ frogbotcax <--the one you made
 just jump into battle and it loops sound for a sec, then kaput. D3d
 won't even connect online for me so I've only done SP
 2. On D3d I crash on e1m1, start map is fine, tried end, e1m2-7 all the same
 don't know about wqpro SP haven't tried yet.
 3. No glpro does not work, video card is on board monitor (eek)
 4 Winquake hasn't worked on my machine for awhile. Stopped using it to
 play wqpro3.5 and it has always been o.k. But after I installed new betas
 they crash, I uninstall new betas, try to play wqpro3.5, now that crashes.
 Re-install wqpro3.5, crashes, sigh. Joe quake is fine tho...
 
 edit: Just tried wqpro3.5 on rage, the chaos that crahed me was 'bout 9-11 players on server, 4 of us in ra rotunda, 2 shafts and a rocket did me in.Last edited by Alothrysis; 07-02-2007, 07:51 PM.
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 I'll take a look at the software renderer in JoeQuake to see if I can determine why it doesn't have the problems you are having.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 ...
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 Glad to read (in the changelog) that linux compiling issues are on the todo list.
 
 By the way, Proquake (like all Quake clients) is under the GPL so you don't need to call it "unofficial." There simply is no "official" version of open source software. It's not like JPG owns Proquake. It's GPL.
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 It won't be stable until 4.0 and that could be some time away.Originally posted by Neil View Posthey baker, couple guys asked me to put my additions into your client, let me know when uve come to a stable or semi stable release.
 
 If you want you can add it into any of the versions.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 ...
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