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Unofficial ProQuake 3.76 - Beta

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  • #61
    3.79 is bugged. It actually crashes on any server, so it's back to the drawing board.

    3.79 was the result of a very aggressive effort to take this project and the "FitzProQuake" project and give them almost exactly the same code base. But somewhere I made a mistake.

    Originally posted by PapaSmurf View Post
    fix that lighting thing yet?
    I haven't had a chance to really get back to this project and it may still be a while.
    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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    • #62
      Baker, do you have any version of unofficial proquake (i just thought of a name for you client, extended proquake) that doesn't have the lighting broken but still has numpad and capslock binds support? Like version 3.6 or something.

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      • #63
        Sorry, but I don't. I added full keypad binding around the same time.
        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


        • #64
          *applauds aggressive effort*

          better than stagnation. hopefully you'll have some time to work with it--like what's been done so far, with the lighting being an exception.

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          • #65
            Baker, did you make any versions of unofficial proquake before you changed the lighting?

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            • #66
              Originally posted by PapaSmurf View Post
              Baker, did you make any versions of unofficial proquake before you changed the lighting?
              The gamma change was in 3.60. It was either the last or 2nd to last feature I added because I considered the ability to change gamma in-client as essential and was one of the ones I had a harder time with.

              Originally posted by Stung View Post
              *applauds aggressive effort*

              better than stagnation. hopefully you'll have some time to work with it--like what's been done so far, with the lighting being an exception.
              I have continued to think about changes I want to implement in this and have, in fact, written 80% of the ones in my head.

              In about 1 month, I will be able to work on this again.

              When I last left off, I was spending a lot of time merging FuhQuake (to identify any features that NQ really needs that QW has) with JoeQuake and JoeQuake with FitzQuake and FitzQuake with ProQuake.

              The concept I had is to have a whole series of engines with the same functionality so the choice between engine was only a graphics preference, all engines have the same capabilities and new level of ease of use.
              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


              • #67
                Sounds good.

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                • #68
                  What's the last "stable" version of unofficial proQuake and where can I dowload it? So far I have the version 3.70 and I want to add it to the next release of bQuake. That's the best one or I'm suppose to get a newer?

                  Tnx!
                  F�rum QuakeBrasil

                  Lots of Quake related stuff


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                  • #69
                    3.701 is the most stable version. It is rock solid. I marked the later versions "beta" because I implemented experimental features.

                    http://www.quakeone.com/proquake/uno...oquake3701.zip

                    Thanks for your interest in this project, Vegetous.
                    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


                    • #70
                      Thanks baker!
                      F�rum QuakeBrasil

                      Lots of Quake related stuff


                      Comment


                      • #71
                        1. What happened to interpolation?
                        2. Where's the vsync?
                        e|------------------------0---------------
                        B|---------------0^1----------------1----
                        G|---------------2------2------0^2-------
                        D|---------------2-------2--2-------------
                        A|---------------0------------------------
                        E|----------------------------------------

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                        • #72
                          FOQ, this project is currently inactive.

                          There are some different ones available in the thread, but I'm not going to answer any questions about different available builds at this time. You can search the thread for that.

                          When this project is active again, probably not very far off, I intend to more cautiously take the ProQuake 3.50 and build it back up.

                          I made the mistake of working too fast and doing too much with the builds beyond 3.70.
                          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


                          • #73
                            There will be an update to this project this weekend:

                            Basically, it will be a "do over" since most people (including myself) hate the gamma fix.

                            The following is a set of the features most likely to be in this new release, which will be a rebuild off the ProQuake 3.50 source:

                            INPUT

                            - Automatic 8 button mouse support
                            - All keys bind ability
                            - International keyboard support (maybe)

                            VIDEO/AUDIO

                            - Sound adjustment by pressing -/+ (once you have this, you want it)
                            - Vsync Off capability, *ON* by default (this was broke in prior releases)
                            - FOV fix (if you know what this is, you hate this problem)
                            - Nvidia ALT-TAB fix. (If you have this problem, you hate it.)
                            - r_truegunangle (aka "no fat gun" option, DarkPlaces users know what this is)
                            - conheight/conwidth will default to a value that makes sense (no squished text)
                            - Optional less-annoying invisibility effect (transparent gun)

                            CONVENIENCE

                            - Unlike any prior release, all settings DEFAULT to indisputable deathmatch ideal values (*)
                            - Alias injection, all common things like (+quickgrenade) are built-in to engine
                            - Zoom in/out alias capability
                            - Optional centered crosshair option

                            COMMON SENSE

                            - 32 MB default memory; 1024 zone default
                            - freelook cvar and put in menu for new players
                            - all things that should save to config, will (r_drawviewmodel, etc.)
                            - Rook's Qrack failure notification if non-26000 port

                            BUG-FIXES

                            - winquake chasecam bug fix
                            - winquake fov > 90 = no gun fix
                            - potential buffer overflow fix on startup (don't print video extensions)
                            - texture cache mismatch (when switching from with same texture name)

                            SMALL CONVENIENCES

                            - viewpos command (for developers)
                            - cmdlist and cvarlist commands (it's 2007 not 1999)
                            - condump
                            - fov in menu (so new players know it exists)

                            AND MOST IMPORTANTLY ...

                            - No changes that screw up Linux compiling (sorry, no "time" command)
                            - All changes will be a clear and absolute improvement over ProQuake 3.50
                            - No in-engine gamma control at this time
                            - No new bugs
                            - No non-fully working features of any kind

                            (*) indisputable deathmatch ideal values = universally agreed desireable settings. cl_bob 0, always run on, instant console toggle, mouselook on, annoying blends off, etc. There will be a menu item to switch between these and the traditional Quake defaults.
                            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


                            • #74
                              Did you already add in the aim fix that lordhavoc posted a long while ago?

                              Comment


                              • #75
                                this one:
                                void MSG_WriteAngle (sizebuf_t *sb, float f)
                                {
                                MSG_WriteByte (sb, (int)floor(f * 256 / 360 + 0.5) & 255);// 8bit angle rounding fix by LordHavoc (fixes the off-center shots bug on quake protocol servers)
                                }
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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