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Qrack 1.90

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  • #46
    About the chatting:

    Ofcourse I know the "say ...." stuff.

    I meant when I couldn't load the map and could only read what people already in the map were saying. I couldn't talk back in that particular situation.

    In QuakeWorld, even when you're still downloading the map, you can already start talking to people and explain you don't have the map yet.

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    • #47
      Pretty. Borrowed a video card, 4xAGP 64mb. Qrack works now. 251 fps on bigass1 demo. Glad to have Qrack back.
      Reaper Bots? I wonder if I have them on a tape backup somewhere. Where's my dang tape drive? Prolly in the shed. Bloody hell!
      Thanks R00k. This one rocks.
      -fid-
      -fiddler-

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      • #48
        But running with -game rpbot seems to work fine, right?


        About the other stuff:

        Downloading maps seems to work fine now, thanks for the correct url (to PEG).

        To Rook:

        - can I turn off the pain flashes and fuzzy look when being invisible/underwater?
        - can I make the timer count down instead of up?
        - can I show my fps in the HUD?
        Last edited by megalodon; 11-01-2008, 02:54 AM.

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        • #49
          To Rook:

          - can I turn off the pain flashes and fuzzy look when being invisible/underwater?
          - can I make the timer count down instead of up?
          - can I show my fps in the HUD?

          1.) as in all glquake's reguardless of engine the command is gl_polyblend 0, there are some other water lighting options which u can disable via the video options menu.
          2.) no.
          3) show_fps 1

          That is all.

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          • #50
            Originally posted by Neil View Post
            To Rook:

            - can I turn off the pain flashes and fuzzy look when being invisible/underwater?
            - can I make the timer count down instead of up?
            - can I show my fps in the HUD?

            1.) as in all glquake's reguardless of engine the command is gl_polyblend 0, there are some other water lighting options which u can disable via the video options menu.
            2.) no.
            3) show_fps 1

            That is all.

            Thanks for that. I'm so used to QuakeWorld commands that I just don't know these things for normal (Net)Quake.

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            • #51
              Originally posted by fid View Post
              Reaper Bots? I wonder if I have them on a tape backup somewhere. Where's my dang tape drive? Prolly in the shed. Bloody hell!
              -fid-
              Well, I suppose you can still download them from somewhere

              Otherwise let me know and I'll upload them somewhere. There are much more realistic bots out there though. In QuakeWorld, I use Frogbot. But I can't use them if the maps aren't supported by the Frogbot's progs.dat.

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              • #52
                R00k, I think the vwep client side is a great idea! especially for making Quake demo movies! I think you should also make the code recognize custom weapons based on matching the v model name.

                for example:

                in Travail, the extra shotgun name is v_dshot. so if I made a vwep model version, the engine would recognize it as w_dshot.

                I think this is what ezquake will have implemented in further releases.


                PLAY QUAKE DODGEBALL!

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

                Trickle's VWeps

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                • #53
                  Yes, I have a working version of vmodels including animation. The simplest approach to adding player models that carry a particular gun model should be within the server code. I was using a bit flag IT_VWEAP1 etc. Though the weapon delays much like a ctf flag would. The weapon's origin update must be client side to look correct. I'm sure I'll have everything implemented by 2.0
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • #54
                    Originally posted by R00k View Post
                    Yes, I have a working version of vmodels including animation. The simplest approach to adding player models that carry a particular gun model should be within the server code. I was using a bit flag IT_VWEAP1 etc. Though the weapon delays much like a ctf flag would. The weapon's origin update must be client side to look correct. I'm sure I'll have everything implemented by 2.0
                    Disclaimers ..

                    1) Not Mr. QuakeC, but learning about these things ...
                    2) Plus never tried vwep except I've seen the screenshots ...
                    3) I'm only 80% sure of what you are talking about here, not 100%

                    I take it this is referring to some sort of jerkiness in the weapon staying where it should be?

                    What about using MOVETYPE_FOLLOW? It's not technically available in "Quake", but for instance Qrack supports it due to the Nehahra support.

                    Only the server needs to support this right? The clients don't, right? This could be added in the the server just like the grenade bounce fix (?).

                    Am I making any sense?

                    Update: Did a quick search for MOVETYPE_FOLLOW (this is #ifdef QUAKE2 stuff) in the quake source release:

                    E:\engine\locked-quakereal\server.h ( 128 ): #define MOVETYPE_FOLLOW 12 // track movement of aiment
                    sv_phys.c(75): || check->v.movetype == MOVETYPE_FOLLOW
                    sv_phys.c(481): || check->v.movetype == MOVETYPE_FOLLOW
                    sv_phys.c( 608 ): || check->v.movetype == MOVETYPE_FOLLOW
                    sv_phys.c(1541): else if (ent->v.movetype == MOVETYPE_FOLLOW)
                    Found 5 occurrence(s) in 2 file(s)
                    I don't see anything clientside there. ^^
                    Last edited by Baker; 11-03-2008, 03:29 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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                    • #55
                      weapon's origin update must be client side to look correct
                      well for instance on a ctf server if you move your mouse left and right fast you will actually see the flag rotate around in front of you. This is caused by the latency. Updating client-side will remove this visual effect.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #56
                        Way different subject for sure, but I've always liked the coronas in Qrack a lot.

                        Could tweaking the anti-wallhack code when single player is running to look for torches help the coronas?
                        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 ...

                        Comment


                        • #57
                          Hmm... possibly so.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #58
                            I recently learned that it's possible to change the particle effect of explosion in darkplaces by adding a particlefont.tga and editing the effectinfo.txt

                            I wonder if it's possible in Qrack as well? One thing I didn't like so much in Qrack (and in its base, Joequake too) is the explosion effect. The explosion looks like a fog, not explosive enough, to my taste.

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                            • #59
                              ya look in /qrack/pak0.pak -> /textures/particles/particlefont.png


                              LOL! I just did a quick google google image search for "EXPLOSION" and found this:




                              NO OFFENSE TO YOU, just thought it was humorous!
                              Last edited by R00k; 11-12-2008, 02:07 AM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                              • #60
                                WICKED

                                Great Work
                                http://euroquake.webs.com

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