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Qrack 1.90

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  • Baker I think I found a compromise for gl_textureless...
    http://www.quakeone.com/qrack/dist/g...build_3007.exe
    try gl_textureless 1
    This cost nothing extra, it just resizes the texture, instead of overdrawing same size.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • does this build have playham.mdl corresponding 24-bit colors like player.mdl? you know, playham_0_shirt and playham_0_pants?


      PLAY QUAKE DODGEBALL!

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

      Trickle's VWeps

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      • hmm i need to make another model index entry (mi_player_ham) to compare against the currentmodel->modelindex, so it will use modelname_shirt / _pants properly. otherwise only player.mdl and .md3 can use 24bit skins.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • ok, cause it would be mad nice. especially for demos =)


          PLAY QUAKE DODGEBALL!

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

          Trickle's VWeps

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          • i know i wish models reserved texels for player skins within the model...so u can dynamically skin anything thats to use the player skin and which polygons to apply them to.
            Last edited by R00k; 05-28-2010, 11:35 PM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • R00k, I just want to say I learn a lot of from some of the wild experimentations you've done in Qrack. Prior to me learning engine coding, I didn't quite "get it" but now from the perspective I have now, I easily understand the fun of these mad ideas you get.

              Some of them end up being tutorials in a way for me, I look and wonder "how did he do that".
              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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              • Now that I finally, finally have Windows7 (x64) re-installed, and EVERYTHING else installed, I have compiled a successful version of Qrack 2.010 (note since 2.0 I'm number versions by the year, the build is the incremental version numbering scheme). So far in my tests this latest compile works outta the box, with out any compatibility mode settings. *Phew*
                I'm tweaking some things and stopping the feature additions for the moment.
                Hopefully to release today. Maybe a 64bit version later.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • Rook,
                  That's great news! I'm looking forward to testing your new release! Keep me posted.

                  Naustic

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                  • R00k, did you ever see the message I posted?

                    Hmm, I'm still getting packet overflows with this build in Frikbot editing mode. This issue started around build 1.95 I believe... This time, I was adding waypoints for ph8dm2, and I started getting packet overflows when there were bots. Any idea what is causing this, R00k? It doesn't happen in 1.90.

                    If you need help troubleshooting, I can zip my game folder with my configs and ph8dm2.

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                    • I'd guess that you have too many entities (from a large-ish number of waypoints); that's the normal cause of packet overflows. I don't know if QRack has extended limits yet but you really need quite a large network buffer to avoid these, which means a lot of restructuring elsewhere in the engine to prevent it from gobbling up memory.
                      IT LIVES! http://directq.blogspot.com/

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                      • Originally posted by mhquake View Post
                        I'd guess that you have too many entities (from a large-ish number of waypoints); that's the normal cause of packet overflows. I don't know if QRack has extended limits yet but you really need quite a large network buffer to avoid these, which means a lot of restructuring elsewhere in the engine to prevent it from gobbling up memory.
                        Then why didn't the packet overflows occur in 1.90 or earlier versions of Qrack?

                        Edit: It also doesn't happen in glquake. I refuse to believe that glquake has a higher entity limit than the newer versions of Qrack; I’m more apt to believe that it's a glitch in the newer builds.
                        Last edited by Lightning_Hunter; 06-08-2010, 08:35 PM.

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                        • Qrack 2.010

                          R00k, when will you be releasing this, and will there be a 64 bit version?

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                          • Well he said there would be a 64 bit version, and I guess it will be released when it's done.
                            IT LIVES! http://directq.blogspot.com/

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                            • I'll test drive the new one.
                              Originally posted by Baker
                              Why does the biggest cry baby in the forums use an Arnold Schwarzenegger avatar? Arnold never cries like a little girl like how you have cried in every Kimp thread.

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