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ProQuake 3.92: Video Mode Changing Complete

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  • ProQuake 3.92: Video Mode Changing Complete

    New features:

    1. Video mode changing
    2. Authentic brightness changing in-client.
    3. ProQuake automatically plays demos (.dem) when they are clicked on either in a folder or on the internet. Just click a demo and it starts.
    4. Easily turn demos into AVI movies, using "capturedemo" command. Recommended codec = XVID http://download.divxmovies.com/XviD-1.1.3-28062007.exe
    5. Built-in Quake name maker: Options -> Multiplayer -> Name Maker

    To make an AVI movie, type this in the console:

    1. First it is recommended to switch to lower resolution mode like 640x480 or 320x240, to keep the AVI size reasonable.
    2. capture_codec XVID (get that)
    3. capturedemo demo1

    Then you can upload it to YouTube or Google Video if you choose.
    Download: Unofficial ProQuake 3.92 - 0.5 MB

    Source code is here

    Other Existing Features Include:

    1. 8 button mouse support
    2. Get maximum FPS by turning vsync off in Advanced Settings or changing your monitor refresh rate in Video Options. (GL only)
    3. Easy to use menu to control new conveniences.
    4. Demo rewind or fast forward (press PGUP or PGDN) during demo playback.
    5. Adjust sound on the fly pressing -/+ keys.
    6. Optional transparent weapon as the invisibility effect instead of the black hue.
    7. "q_version" support.

    For complete list of features, see change log.
    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
    Is the avi recording compressed or raw?

    Comment


    • #3
      With capture_codec "" (empty string), it is uncompressed. (and huge)

      With capture_codec "xvid" it'd be compressed with xvid
      With capture_codec "divx" it'd be compressed with divx
      etc.
      etc.

      Just like JoeQuake
      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


      • #4
        When I record using Darkplaces it records RAW I can only record for like 2-3 minutes before the avi being created stops saving data.

        Comment


        • #5
          When I try to make an AVI from a demo in DarkPlaces, I lose sound sync every time because of that. Is there a way to make an AVI that isn't RAW format in DarkPlaces? Without compression, JoeQuake crawls but since JoeQuake supports codecs it's a non-problem.
          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


          • #6
            i noticed in 3.92 with automatic keyboard mapping [off] that pressing ALT in console results in some bronzing character being displayed.. which is a bit annoying if you are trying to make a fancy name.. this does not happen when automatic keyboard mapping [on]

            just thought i'd mention it

            Comment


            • #7
              Certainly understand that.

              I've been procrastinating on this a little because of the extreme inconvenience of testing/debugging international keyboard support stuff, but I will do this soon.
              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


              • #8
                I thought I was done doing minorish updates, but I developed a funny idea and now the long missing Direct3D build is back (Direct3D build = looks like GL ProQuake, but actually isn't using OpenGL):

                Download: Unofficial ProQuake 3.93 - 0.5 MB

                Source code is here

                Additionally, (optional) animation smoothing is back. It is off by default. Animation smoothing is really only good for single player (at least to me, I find it difficult to tolerate in online games).

                To turn on animation smooth, type r_interp in the console and press TAB and set each of the three cvars to 1 (ON). I'll make this easier next time.

                Note: The Direct3D build is based off (the slightly buggy) Direct3DQuake. Is rather stable, but has a couple of weaknesses, primarily it does NOT like it if you ALT-TAB away and back into it.
                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


                • #9
                  New:

                  - Change gamedir on the fly via gamedir command (ex: gamedir 3wave, gamedir slide, gamedir fvf)
                  - obsolete ms2 meshing has been removed (gl version)
                  - The "shot1sid" texture load hack to correct the shotgun box texture to eliminate the white edges at the bottom (gl version)
                  - Optional weapon transparency when invisible wasn't working with newly implemented animation smoothing on; now it is.

                  Download: Unofficial ProQuake 3.94 - 0.5 MB

                  Source code 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 ...

                  Comment


                  • #10
                    I did another update making a version 3.95.

                    No features really notable except added gl_smoothfont capabilty (because really only a 640 width HUD is right for Quake and this is the only way to make it available) and defaulted interpolation to off (I may have renamed the svars it to gl_interpolate_*)

                    The reason for this update is because 3.96 thru 4.00 will likely feature heavy revisions and I want to make sure an update-to-date stable source code is uploaded (I sometimes accidentally change/overwrite local copies) so I have a fall-back point in the event I make a mistake.
                    Last edited by Baker; 12-26-2007, 03:46 PM.
                    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


                    • #11
                      Baker , watch this demo when the player walks behind the wall I see a glitch of him...

                      demo : http://users.telenet.be/polarite/buggy.dem

                      I noticed this on serveral maps , this demo is on a RA map.

                      glpro version 3.94

                      Not tested in 3.95 , I get a 404 Error from quakeone.
                      The file you requested could not be found.
                      My servers for the gamers:
                      bigfoot.servequake.com / damage.servequake.com

                      port 26000 EuroQuake
                      port 26001 EuroQuake Coop


                      newyork.quakeone.com
                      Offline ATM
                      fvf.servequake.com
                      flanders.servegame.org / flanders.servequake.com
                      Offline ATM
                      newdm.servequake.com
                      port 26010

                      http://bigfoot.servequake.com (EuroQuake)
                      sigpic

                      Comment


                      • #12
                        Updated the link for 3.95. I didn't have the proper file name.

                        I watched the demo and didn't see anything unusual, but what was I supposed to notice? I tried carefully to spot something. I'm trying to see the glitch of him. What FOV are you using? I use 110, do I need to use something like 130?

                        (What engine should I play the demo in? 3.94 or qrack or is the glitch visible in both? Thanks for the info, I'm sure there is something I need to fix if you are noticing something and likely it should be an easy fix, I've carefully made only a limited number of changes each version so I can investigate problems easily.)

                        /Note: After tomorrow, for the next week, I won't be around very much but I will be checking the forum every other day or so.
                        Last edited by Baker; 12-26-2007, 03:55 PM.
                        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
                          Glpro Version 3.94 fov 120.00001 but i see it on fov 90 too.

                          Ok tested glpro 3.95 same problem.
                          My servers for the gamers:
                          bigfoot.servequake.com / damage.servequake.com

                          port 26000 EuroQuake
                          port 26001 EuroQuake Coop


                          newyork.quakeone.com
                          Offline ATM
                          fvf.servequake.com
                          flanders.servegame.org / flanders.servequake.com
                          Offline ATM
                          newdm.servequake.com
                          port 26010

                          http://bigfoot.servequake.com (EuroQuake)
                          sigpic

                          Comment


                          • #14
                            Ok I captured the demo to let u see what I see :

                            http://users.telenet.be/polarite/bugg.avi
                            My servers for the gamers:
                            bigfoot.servequake.com / damage.servequake.com

                            port 26000 EuroQuake
                            port 26001 EuroQuake Coop


                            newyork.quakeone.com
                            Offline ATM
                            fvf.servequake.com
                            flanders.servegame.org / flanders.servequake.com
                            Offline ATM
                            newdm.servequake.com
                            port 26010

                            http://bigfoot.servequake.com (EuroQuake)
                            sigpic

                            Comment


                            • #15
                              Ok, I get it. Here's what is going on.

                              It's the animation smoothing interpolating 2 frames of data for a model.

                              Possibly, the reason this is especially occurring is the anti-wallhack (which is running on Flanders where u recorded this demo) confuses interpolation. Without anti-wallhack, my guess is that the interpolation would normally occur with the player model not in view.

                              But with anti-wallhack, the player model simply doesn't exist until it is visible again, hence the blink (between last appearance and the new appearance).

                              I don't think interpolation is appropriate in multiplayer, anyway (and I've noted this on my to-do earlier in the thread). So in future versions, it will be disabled in multiplayer games. It looks nice in single player and the anti-wallhack (that ProQuake server is using) only affects players so monsters and such in single player aren't affected anyway).

                              Thanks for the detail on this, Polarite.
                              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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