Originally posted by R00k
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ProQuake 3.95: Digitally signed for cheat-free
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Originally posted by Baker View PostThere haven't been any changes to the reading of the mouse so mouse movement is identical.
Some things to check:
1. is your sensitivity set the same?
2. make sure directinput is not on in the menu (if you don't normal use that)
3. Make sure your vsync and maxfps settings are identical.
4. What is your command line?
Or could post your 3.50 config and the config 3.95 outputs and we could look at them.
command line =
glpro -gamma 0.2 -mem 52000 -iplog 5000
i'll just stick with 3.50 for now
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Originally posted by lennox View PostYeah everythings set the same in both
command line =
glpro -gamma 0.2 -mem 52000 -iplog 5000
i'll just stick with 3.50 for now
1. Try adding -bpp16 to the command line. The default bits per pixel is 16 in ProQuake 3.50, but in 3.95 it defaults to your desktop resolution which for most people is going to be 32.
2. Centered crosshair is the default in ProQuake 3.95. You can set this to the oldschool slightly off-center crosshair by going to the menu and setting crosshair to on (there are 3 settings, ON, OFF and centered).
I'll keep an eye out for anything else, and maybe make a -classic command line parameter that forces the default settings to be identical to 3.50 in every way. I know the slightest change of some of these things can affect things like lightning gun aim and I'll figure out some system by the time this reaches 4.00.
Thanks for the feedback, I will be thinking about this.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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Originally posted by PapaSmurf View Postbaker, i see you added transparent HUD in 3.96, but it's only available in gl version not in the wq version.
I've thought about adding a Quakeworld style HUD option, where at least the status bar isn't in the way blocking your view.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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Originally posted by Baker View PostTwo things you might consider checking:
1. Try adding -bpp16 to the command line. The default bits per pixel is 16 in ProQuake 3.50, but in 3.95 it defaults to your desktop resolution which for most people is going to be 32.
2. Centered crosshair is the default in ProQuake 3.95. You can set this to the oldschool slightly off-center crosshair by going to the menu and setting crosshair to on (there are 3 settings, ON, OFF and centered).
I'll keep an eye out for anything else, and maybe make a -classic command line parameter that forces the default settings to be identical to 3.50 in every way. I know the slightest change of some of these things can affect things like lightning gun aim and I'll figure out some system by the time this reaches 4.00.
Thanks for the feedback, I will be thinking about this.
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I typo'ed that. It's -bpp 16. But I don't think it will make a difference.
I have a couple of things I'm going to check on. I had planned at some point working on speed optimization and doing some benchmark tests on each new version to check for speed issues.
If one or more of the new features I've added have impacted the speed, this could be affecting your mouse as a side-effect.
Sometime sooner rather than later, I'll see what I turn up. It might be a few days.
(This is also why I have released 3.80, 3.81, 3.82, 3.83, etc. So if something I did introduce/new feature is causing a performance hit, I can identify exactly what it was and how).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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I forgot if he was using directinput or not but directinput usually means u have to double your sensitivity or atleast raise it over the non d_input value.
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Originally posted by Baker View PostFor all practical purposes, a transparent HUD is not possible in wqpro.exe (no video card hardware acceleration or graphical API).
I've thought about adding a Quakeworld style HUD option, where at least the status bar isn't in the way blocking your view.
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The qwcl way of drawing the hud isnt really transparent, its a cutout of the weapon icons and placing them in the proper position
Code:void Draw_SubPic (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height) { byte *dest, *source; int v; if (pic->alpha) { Draw_TransSubPic (x, y, pic, srcx, srcy, width, height); return; } if (x < 0 || x + width > vid.width || y < 0 || y + height > vid.height) Sys_Error ("Draw_Pic: bad coordinates"); source = pic->data + srcy * pic->width + srcx; dest = vid.buffer + y * vid.rowbytes + x; for (v=0 ; v<height ; v++) { Q_memcpy (dest, source, width); dest += vid.rowbytes; source += pic->width; } }
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Download: ProQuake 3.98- 0.8 MB
Source code is available here
New:
1. Quakeworld style HUD added: cl_sbar 0 is the Quakeworld HUD, cl_sbar 1 is the classic HUD and anything between 0 and 1 is translucent.
Not in menu. I think the default Quake HUD is the only one that looks good in ProQuake. I think the Quakeworld style HUD looks great with 24 bit texture supporting engines like Qrack.
2. Console size is now in advanced settings (sets vid_consize)
vid_conwidth and vid_conheight have been removed; vid_consize replaces them.
There are 4 settings:
vid_consize 0: 100% console size (your resolution; default)
vid_consize 1: 50% console size (screen resolution / 2)
vid_consize 2: 640 width with smoothfont on if it is needed
vid_consize 3: 320 width with smoothfont on if it is needed (NOT in menu)
This changes in real time and works very well in the menu.
3. I made a change that I hope will eliminate that that "Can't set full screen dib mode" message on certain laptop displays that don't support 60 hz. I don't have any way of testing this directly, but I'm pretty confident it works because I tried to simulate a situation where an error would occur --- but still, I need to get verification.
4. Added -dslhack command line parameter. If it doesn't work (if the DSL is not connected), it crashes! Resolves a "can't connect" issue with DSL and no router. Works well, but is not a proper fix but is much easier than typing -ip xxx.xx.xx.xx. When I can take a hard look at the network code, a "correct" fix like DarkPlaces and Quakeworld have will be implemented and the -ip command line parameter should become unnecessary for anyone [that isn't running a server].Last edited by Baker; 01-10-2008, 09:36 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 ...
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Originally posted by Baker View Post4. Added -dslhack command line parameter. If it doesn't work (if the DSL is not connected), it crashes! Resolves a "can't connect" issue with DSL and no router. Works well, but is not a proper fix but is much easier than typing -ip xxx.xx.xx.xx. When I can take a hard look at the network code, a "correct" fix like DarkPlaces and Quakeworld have will be implemented and the -ip command line parameter should become unnecessary for anyone [that isn't running a server].
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I made a short demo and video of the player-model-interpolation-bug which can be (temporarily) found here
If you pay close attention you can clearly see some "blinks" as the client tries to interpolate the player models animation between the teleport and the teleport destination.. play the demo with interpolation [on] at a high frame rate to see this even more clearly..
hope this helps with finding the problem..
btw.. the download link for 3.98 seems to be corrupt
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Originally posted by =peg= View PostI made a short demo and video of the player-model-interpolation-bug which can be (temporarily) found here
If you pay close attention you can clearly see some "blinks" as the client tries to interpolate the player models animation between the teleport and the teleport destination.. play the demo with interpolation [on] at a high frame rate to see this even more clearly..
hope this helps with finding the problem..
btw.. the download link for 3.98 seems to be corrupt
Yeah, that's on my fix list; it's off by default.
Originally posted by PapaSmurf View PostBaker, can't you specify the network device instead of trying to specify the address. One way would be to specify the mac address, although that is probably more trouble than it's worth. another way would be for quake to detect which network devices are enabled, and have the user select the one they want in the options. Not sure if that's possible, though.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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