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ya, I actually tried to conserve some loadtime/texture usage by reusing the decal textures. They are inverse color so white becomes black green becomes red etc. It's supposed to be blurry yet defined. It's using a random of 3 images.
I'm not too happy with the deployment, it appears during the 'pain' frames. So its more of an annoyance than a gore feature. But it still is fitting with the Quake blood fetish nature
I got this working a good while back, and it looked pretty fine. If you want code, yell at me.
ROOK, anyway I could get my hands on the old qrack version I used to use? I don't know if the mouse issues are different with the new one, but I'd like to try the old one out again and see if there is any difference.
I don't know if the mouse issues are different with the new one, but I'd like to try the old one out again and see if there is any difference.
I've only been able to see a difference with mouse support in beta 1.95. Version 1.90 and every version before it had great mouse support. It's definitely just an issue with the newest release.
Hey R00k, I was messing around with the new beta (I won't replace 1.90 until the mouse bug is fixed), and I noticed a few minor issues. First of all, if you type a map name wrong in the console now, it loads up e1m1 instead of telling you "couldn't spawn server \maps blablabla". I don't like this, because now if you accidentally type something wrong and press enter, it wastes 10 seconds loading up the wrong map.
I've also encountered a packet overflow after going into editing mode for Frikbot Waypoints in the map kndybase. This does not happen with 1.90. I'll investigate this more - but it's odd, since I never get packet overflows in 1.90 no matter what is going on.
Hey R00k, I was messing around with the new beta (I won't replace 1.90 until the mouse bug is fixed), and I noticed a few minor issues. First of all, if you type a map name wrong in the console now, it loads up e1m1 instead of telling you "couldn't spawn server \maps blablabla". I don't like this, because now if you accidentally type something wrong and press enter, it wastes 10 seconds loading up the wrong map.
there is a feature for the server that if the map chosen via console if not found it loads up the sv_defaultmap defined map. if NULL it recycles the same map.
I've also encountered a packet overflow after going into editing mode for Frikbot Waypoints in the map kndybase. This does not happen with 1.90. I'll investigate this more - but it's odd, since I never get packet overflows in 1.90 no matter what is going on.
I downloaded the map, testing on latest build, will reply in a bit.
Edit: try toggling sv_cullentities see if this helps your packet overflow?
I downloaded the map, testing on latest build, will reply in a bit.
Just to clarify, you won't get a packet overflow by just playing the map (at least I don't think). Instead, launch the map with the Frikbot game folder, open the console, and type "impulse 104" to go into editing mode. That should cause the packet overflows. If it doesn't, then I'll investigate further.
That is the map with waypoints that I did (well, improved waypoints), as well as a few high-res textures I found for it (came from Doom, since the map uses doom textures). Go into editing mode with all that, and see if you get a packet overflow then. If you still don't get it, then the next step is for me to start messing with the settings to see what is causing it on my end.
oh by the way are you using -noforcemparms in the commandline? (doublecheck your spelling). must be lowercase. This fixed my acceleration issues. I should default it on maybe...
I just tested it out, (had to set maxplayers 4 for waypoints to be read), and no errors. Also use pr_builtin_remap 1 and you can save your waypoints in Qrack now as it supports frikfile
oh by the way are you using -noforcemparms in the commandline? (doublecheck your spelling). must be lowercase. This fixed my acceleration issues. I should default it on maybe...
Just tried it again to make sure, and there are still mouse issues. Just to clarify, I'm using -dinput and -m_smooth. I never used -noforcemparms, except for testing to see if it fixed anything with this latest beta (which it didn't). It seems to me that mouse smoothing isn't working correctly. If I move my mouse to the left and right VERY slowly, the crosshair will stay perfectly still, not moving at all. In version 1.90, the slightest mouse movement would be picked up. When I run around, the difference in the mouse smoothing is very noticeable.
I just tested it out, (had to set maxplayers 4 for waypoints to be read), and no errors.
Hmm, we should exchange config files and batch files (if you use one) to see what is different about our settings. Maybe if I use your settings, I can figure out why we are getting different behavior with some of this stuff. I'll go down the list and compare them to see what is different. I'll PM you soon with my configs.
Also use pr_builtin_remap 1 and you can save your waypoints in Qrack now as it supports frikfile
How does this work? Do you mean there is no more dumping waypoints to Qconsole.txt? Forgive my stupidity, but I am not familiar with a Frikfile.
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