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hey R00k, I just wanted to tell you I got Target Quake working perfect with my Logitech controller! did you change anything in that last test build you sent me?
Added: missing sounds downloadable with cl_webdownload, (untested)
Fixed: gl_rain is now alot faster! (gl_particle_count 16384 looks best).
Fixed: R_Celshading 1 & 2 with cl_teamskins 1.
Fixed: Decals are not added to animated textures.
Added: When recording a demo, show_rec will display "[*REC]" on screen.
usage:
show_rec 0|1 to toggle
show_rec_x horizontal positioning
show_rec_y vertical positioning
Added: Enhanced BuiltIn Function System (EBFS) by Maddes
Added: FrikFile Support
Added: cl_levelshots 0 |1
Displays an image between level loads and fades out of view with the name of the map centerprinted.
(custom levelshot images should be placed in "/textures/levelshots" )
Added: scr_centerprint_levelname 0|1
Displays a centerprint of the map's worldspawn key "message" at map start.
Fixed: if a server model is not found, or can't be downloaded use null.mdl instead.
Fixed: Fullbright skins on 8 bit player models only illuminate the original fullbright colors (>224)
This allows gl_fb_models 1 to correctly work for player models without making the entire skin fullbright!
Originally in Quake the player skin had a fullbright little RED dot on the gun, which was broken in glQuake.
Added: CL_TEAMSKIN support for md3 models!
fIXED: if transparent then no entity shadow!!
Added: cl_viewbob 0|1 default 0, bobs the pov as a player walks.
This allows the gun to sway with cl_bob but keeping the pov steady.
Fixed: coronas are not visable through doors/platforms
Fixed chase_active so the view never pokes into the wall!
added MOVETYPE_FOLLOW for Nehahra support (oops! was missing!)
added gl_free_world_textures cvar to clear out loaded texture before each map load...
+ saves texture memory
+ reloads color pallete (and/or bpp)
+ resets the mipmap level
added then removed, shadow volumes for alias models. too many things broke, ie decals etc
plus, shadows were casting thru bsp structures. Sigh, maybe later...
added preliminary support for HalfLife 1 maps with 24bit texture support
some other things here and there i may have forgotten over the past year
Ya i noticed the dang multi monitor code is messing up things like ALT-TAB
i have to press alt-enter to get the screen back I'll fix this when i get home.
I quickly tried the new beta. Great job with the new features. I like the intro text and fixed coronas. I'm noticing some issues, however:
Something is different with the mouse support in this version. I use -dinput & -m_smoot to launch the game, and something is screwy. If I move my mouse very slowly, I get no movement at all. It makes bunny hopping seem strange. In 1.90, I can just barely tap the mouse and I move. I checked m_showrate, and everything seems to be the way it was. What was changed, and can I get it back the way it was?
I noticed that gl_free_world_textures about doubles the loading time of maps. I assume this is because textures are cleared from the cache, correct? Is it really worth turning on? I'm not totally clear what you mean by "reloads color palette" and "mipmap levels". I'll leave it on if this turns out to be an important fix.
gl_rain still reduces my fps to about 20-30. I tried it on e2m4. The game lags even when I'm not outside looking at the rain. Is anyone else experiencing this?
I have a small chunk of time tonight and I think I'm going to make a Qrack-like engine for Mac OSX -- it won't be "true" Qrack but something slightly less than Qrack but more than JoeQuake. After that road is paved, finishing a true Mac OSX port of Qrack wouldn't require much additional effort.
/Me is hoping there is nothing fishy I have to do with the Mac OS OpenGL stuff.
I noticed that gl_free_world_textures about doubles the loading time of maps. I assume this is because textures are cleared from the cache, correct? Is it really worth turning on? I'm not totally clear what you mean by "reloads color palette" and "mipmap levels". I'll leave it on if this turns out to be an important fix.
It isn't an important fix, but it lets a Quake engine run almost infinitely.
Have you ever tried to load 25 maps back to back to back and then hit GL_LoadTexture > GL_MAXTEXTURES error?
With that, you will never have that issue and Qrack can play 500 maps and never get an error.
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 ...
Have you ever tried to load 25 maps back to back to back and then hit GL_LoadTexture > GL_MAXTEXTURES error?
With that, you will never have that issue and Qrack can play 500 maps and never get an error.
Ah, I see. I'll probably turn it off for my game folders that are for SP, and leave it on for game folders for bots & Multiplayer. A lot more maps are loaded while playing bots, after all.
I won't use the new version until I figure out the mouse problem, however. That is a very critical issue for me.
I have a small chunk of time tonight and I think I'm going to make a Qrack-like engine for Mac OSX -- it won't be "true" Qrack but something slightly less than Qrack but more than JoeQuake. After that road is paved, finishing a true Mac OSX port of Qrack wouldn't require much additional effort.
It compiles and then promptly crashes after you do the customary Fruitz-of-Dojo style dialog. But it does compile.
It has to be something small going on.
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 ...
LH: Ill check out the problem, i switched to windows7 and msvc 2008 express so im not sure if my directX lib has changed and is making this or what. My mouse issues are my drivers on the new OS, so i may have coded something to compensate. try -noforcemparms see if that helps for the time being. Also -m_smooth is a semi acceleration based on your velocity.
Baker: That would be cool, someday I;d like to reinstall Kubuntu and look at Quore and use his makefile to make a linux Qrack, hopefully your tests could provide me with the same for mac, I know Woods wants a copy for sure. Hell even CD would play on a Mac!
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