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Qrack 1.90

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  • nope..

    edit:
    Ok after some more testing I tracked it down to gl_subdivide_size
    I had this set to 4096 in my autoexec.cfg and apparently qrack does not like that..

    Funny thing is tho, when I set it to 512 in autoexec.cfg -> load the start map (works fine now) -> then change it in-game to 4096 -> reload the map -> it works fine!

    edit2:
    As soon as I connect to EuroQuake -> crash! (auto-download worked fine tho)
    The map that was being played at the time: Cleaver
    When I load the map offline -> works fine -> OK.. -> connect again -> Crash!!

    Also, my mouse buttons only started working after ALT-TAB to windows and back

    commandline:
    Code:
    glQrack.exe -mem 64 -zone 8192 -width 1024 -height 768 -bpp 32 -refreshrate 75 -dinput -noforcemparms -window -startwindowed
    Last edited by =peg=; 01-14-2010, 12:25 PM.

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    • Well, your computer just blows then.







      (just kidding)

      Comment


      • the web downloading thing crashes qrack lol


        PLAY QUAKE DODGEBALL!

        http://www.moddb.com/mods/quake-dodgeball

        Trickle's VWeps

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        • damn, it crashed on the chicago server


          PLAY QUAKE DODGEBALL!

          http://www.moddb.com/mods/quake-dodgeball

          Trickle's VWeps

          Comment


          • Rook,

            just tried the new qrack 2.01 build 2878 and i must say its sexy. while it leaves me wanting more i have so much fun giving into using it daily. as good as all that sounds i have stumbled onto a problem with the latest build. but let me explain some stuff 1st. i have things setup so when quake launches, specific cvars and other aliases are loaded at startup

            the problem is when i load a map, my aliases are forgotten !??? dbl u tee f
            this does not happen with qrack 1.90 build 2422 and heres how i have things setup. now as mention all the aliases in dev.cfg are forgotten when i load a map and requires that i re- exec dev.cfg for them to work again untill next map change.

            in autoexec.cfg i have
            Code:
            exec dev.cfg
            exec settings.cfg
            in dev.cfg i have aliases like
            Code:
            alias "gamma" "gamma6"
            alias "gamma6" "gl_gamma 0.51; alias gamma gamma5"
            alias "gamma5" "gl_gamma 0.52; alias gamma gamma6"
            
            
            alias "video" "startrecord1"
            alias "startrecord1" "capture_start mysegment1; alias video stoprecord1"
            alias "stoprecord1" "capture_stop; alias video startrecord2"
            alias "startrecord2" "capture_start mysegment2; alias video stoprecord2"
            alias "stoprecord2" "capture_stop; alias video startrecord1"
            in settings.cfg i have cvars like
            Code:
            map start
            m_filter "1"
            +mlook
            sv_aim "1"
            cl_bob ".01"
            cl_bobcycle "10"
            cl_bonusflash "0"
            cl_clock "1"
            cl_clock_x "1"
            cl_confirmquit "0"
            cl_gun_fovscale "0"
            gl_decal_blood "0"
            gl_picmip "0"
            r_drawviewmodelsize ".45"
            its not a big deal, i just bind a key to exec dev.cfg but is this a bug?

            Comment


            • another problem

              crashes everytime i pick up ring of shadows

              also noticed -window command is not working

              rook, i would like to add a few suggestions for upcoming releases
              Numberpad support-would be nice if those keys worked in the console to enter in values from the numpad and hit kp_enter to enter because its so much easier that way.

              customizable mouse acceleration-as described by mh in this thread Inside3d Forums :: View topic - Dynamic Mouse Acceleration that would be pretty sweet.
              Last edited by ungod; 01-17-2010, 04:17 PM.

              Comment


              • Originally posted by =peg= View Post
                nope..
                edit:
                Ok after some more testing I tracked it down to gl_subdivide_size
                I had this set to 4096 in my autoexec.cfg and apparently qrack does not like that..

                Funny thing is tho, when I set it to 512 in autoexec.cfg -> load the start map (works fine now) -> then change it in-game to 4096 -> reload the map -> it works fine!

                edit2:
                As soon as I connect to EuroQuake -> crash! (auto-download worked fine tho)
                The map that was being played at the time: Cleaver
                When I load the map offline -> works fine -> OK.. -> connect again -> Crash!!

                Also, my mouse buttons only started working after ALT-TAB to windows and back

                commandline:
                Code:
                glQrack.exe -mem 64 -zone 8192 -width 1024 -height 768 -bpp 32 -refreshrate 75 -dinput -noforcemparms -window -startwindowed
                gl_sub_divide will actually render water textures at a different scale. I should put a fail-safe cap in it. If you set gk_sub_divide 16 your 'liquid' textures will look HUGE, and vice verca for large values.

                on your command line, -dinput overrides the -noforcemparms. No force OS mouse parameters can only be used if direct input is disabled.

                Edict limits and other quake standard limits are being ratified, so alot of these errors will diminish in future versions.

                Ungod: I know whats the problem, I make it so that all alias commands get cleared between servers. I should cvar that so u can disable it.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • Originally posted by ungod View Post
                  rook, i would like to add a few suggestions for upcoming releases
                  Numberpad support-would be nice if those keys worked in the console to enter in values from the numpad and hit kp_enter to enter because its so much easier that way.

                  customizable mouse acceleration-as described by mh in this thread Inside3d Forums :: View topic - Dynamic Mouse Acceleration that would be pretty sweet.
                  just
                  wanted to add something i forgot to mention earlier

                  fix scourge of armagon so that the annoying bullet hole sprites do not show up in qrack because there already is gl_decals_bullets and looks so much better.

                  Comment


                  • Originally posted by ungod View Post
                    just
                    wanted to add something i forgot to mention earlier

                    fix scourge of armagon so that the annoying bullet hole sprites do not show up in qrack because there already is gl_decals_bullets and looks so much better.
                    I agree, R00k. you should make a special cvar to disable s_bullet.spr in SOA.

                    ungod, download this and put it in your HIPNOTIC pak0.pak under progs. it basically takes care of the problem completely..let it overwrite the original s_bullet.spr.


                    RapidShare: 1-CLICK Web hosting - Easy Filehosting


                    PLAY QUAKE DODGEBALL!

                    http://www.moddb.com/mods/quake-dodgeball

                    Trickle's VWeps

                    Comment


                    • also R00k, regarding SOA.

                      when the player model switches to playham.mdl as you choose the Mjolnir, you make footstep sounds standing still. I was also hoping you can make playham_0_shirt and playham_0_pants recognized so the player 24-bit colors correspond still.

                      *EDIT*

                      I see you already solved the footstep problem as I just tried it on the latest build, thanks! now I only wish for playham shirt and pants to work =]


                      PLAY QUAKE DODGEBALL!

                      http://www.moddb.com/mods/quake-dodgeball

                      Trickle's VWeps

                      Comment


                      • Originally posted by LockNLoad View Post
                        ungod, download this and put it in your HIPNOTIC pak0.pak under progs. it basically takes care of the problem completely..let it overwrite the original s_bullet.spr.


                        RapidShare: 1-CLICK Web hosting - Easy Filehosting
                        wow thanks so much

                        can you put it on sendspace or some other FREE file hosting site because ive been trying to get it off rapidshare for 30 minutes now and still getting
                        Error
                        You want to download the following file:

                        RapidShare: 1-CLICK Web hosting - Easy Filehosting | 0 KB

                        Currently a lot of users are downloading files. Please try again in 2 minutes or become a Premium member

                        Please note, the server is not going to check again within the next 2 minutes if downloading is possible again. To provide a fair platform, all user get the same options. Your last attempt was 98 seconds ago.

                        Comment


                        • Originally posted by ungod View Post
                          can you put it on sendspace or some other FREE file hosting site because ive been trying to get it off rapidshare for 30 minutes now and still getting
                          Error
                          Here:
                          Filebeam - Beam up that File Scottie!

                          Originally posted by R00k View Post
                          Edict limits and other quake standard limits are being ratified, so alot of these errors will diminish in future versions.
                          Does this mean some of those very large SP maps that were designed for limit-removing engines will work in Qrack? That would be VERY awesome.

                          Comment


                          • thanks Lightnin

                            Comment


                            • Hey R00k, how do I get Frikfile support working in Qrack? I tried dumping the waypoints to a quakec file using the menu in Frikbot editing mode, but it says, "save waypoints requires frik_file support from www.quakesrc.org to be present in the engine code". I thought you added support for this?

                              The reason I now need to use this so bad is that I have to convert all 400 waypoints I've made for the Frikbots to .qc format. It turns out that my pack is not compatible with Quakeworld using external .way files, so I need to convert them all to .qc format (so the Quakeworld users can use my waypoints). If frikfile support is what I think it is, then it will SIGNIFICANTLY reduce the amount of time it will take me to do this.

                              Comment


                              • Thats weird it worked when i tested it... lemme fire up Frikbot X and test it out...
                                hmm something seem broken, in the mean time u can use DP to convert your 400 .way files
                                Last edited by R00k; 01-26-2010, 11:30 AM.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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