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  • Originally posted by Neil View Post
    Rook i was playing around with the qrack source and notice that you were in the middle or were trying to have on the fly scaling for text being draw on screen. Did you ever finish this? If not would you like me to? I have just started a new job and have alot of spare time becuz of it.

    Edit: those player models are sexy as helll!!!!!
    Hmm, I cant remember off hand if I had done anything with this. I do remember wanting the con_textsize to automatically default to 50% of the con_width : con_height, after a resolution change, I dont think I ever finished that either.
    If you would like to submit a patch for Qrack, I'll gladly review it and add your credits in the source.


    LockNLoad: I'm pretty sure i've gotten most worked out i can add the save fog to cfg very easily, hopefully have time to release a test this weekend.
    Last edited by R00k; 03-19-2009, 11:16 AM.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • hey rook, how can you make the qrack style cel-shading, i mean the really dark and rough setting, because i was trying a old tut for cel-shading but it was doin' shitz like rendering the model twice and all this other fcked up crap, and also it had it so the lines had to be there, and i like it without the extra lines /?

      //or is the process extremely long and painstakingly tough to the point it would deter a novice engine-breaker?

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      • qrack should also support those crazy mods like SuperDuper Quake


        PLAY QUAKE DODGEBALL!

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

        Trickle's VWeps

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        • where shamblers are fucking huge and really scary Lol


          PLAY QUAKE DODGEBALL!

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

          Trickle's VWeps

          Comment


          • Originally posted by metchsteekle View Post
            hey rook, how can you make the qrack style cel-shading, i mean the really dark and rough setting, because i was trying a old tut for cel-shading but it was doin' shitz like rendering the model twice and all this other fcked up crap, and also it had it so the lines had to be there, and i like it without the extra lines /?

            //or is the process extremely long and painstakingly tough to the point it would deter a novice engine-breaker?
            Basically you take a texture, look in gl_rmisc.c which is just a linear progression of white grey black then you have to draw it on the player model based on the angle of the fixed light source(i used the same from the r_shadows code). So basically you're drawing the player model 3 times, once the base, second the celshading, and third with the outline. And yes its a bitch but joo can doo it!

            Lock: i think he's using the dp extension that allows qc to scale models...
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • Originally posted by R00k View Post
              Basically you take a texture, look in gl_rmisc.c which is just a linear progression of white grey black then you have to draw it on the player model based on the angle of the fixed light source(i used the same from the r_shadows code). So basically you're drawing the player model 3 times, once the base, second the celshading, and third with the outline. And yes its a bitch but joo can doo it!

              Lock: i think he's using the dp extension that allows qc to scale models...
              I get the "skin taller than" error when I try to play it with Qrack.


              PLAY QUAKE DODGEBALL!

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

              Trickle's VWeps

              Comment


              • Originally posted by R00k View Post
                So basically you're drawing the player model 3 times, once the base, second the celshading, and third with the outline.
                all the models are drawn 3 times ?! dyamn, so there is is'nt a quick workaround for the cel-shading part only?, like making the already-in the model light vector thinggies render the 16 shadow stuff darker :0?

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                • Originally posted by R00k View Post
                  ok ill play it and see how to fix

                  sneak peek of w.i.p.

                  r00k, I don't think the font for your timer is big enough.

                  How do i enable skins like that?

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                  • ya i need to watch the gameclock closely to beat Bosh to the quad..

                    actually those are md3 models not just the skins but a higher polycount too
                    but u can use cl_teamskins 1 for 24bit team colored skins, but u need the skin pak on the qrack webpage
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • Originally posted by metchsteekle View Post
                      all the models are drawn 3 times ?! dyamn, so there is is'nt a quick workaround for the cel-shading part only?, like making the already-in the model light vector thinggies render the 16 shadow stuff darker :0?
                      well u can multi-texture the two into one pass sure.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • r00k, that issue I was talking to you about last night that I was having on ctf5. I think it might be a lighting issue. There's a lot of strobing lights going on in that middle area above the lava, and it's making the screen appear choppy. My FPS doesn't always go down tho, sometimes it stays consistent, but when I was fighting you, it would drop to below 100 fps (in the 40-50 range). When there's no one else there, however, my fps doesn't seem to be affected, but it still feels choppy.

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                        • Ok, I figured it out. It's the dynamic lighting in Qrack. I turn off r_dynamic and I don't have the problem anymore. However, I think this is new to this version, since I didn't have this problem before. Is there another way to turn on the glow of players with quad/flags without using r_dynamic 1 (dynamic lighting)?

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                          • I get no discernible slow down in proquake with r_dynamic on or off, but in Qrack i do take a FPS hit, but I also experience another slowdown that is not evident in the FPS meter. Does proquake handle dynamic lighting different than Qrack?

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                            • Kinda weird i installed qrack and everything is perfect but i notice that the enemies slowly turn when you shoot them from behind like their in the matrix. even when they walk to attack they seem kinda sluggish. When the die they fall a little slow. Never the less the attacks are precise tho. I'm running it on Windows Vista for that matter.

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                              • Try gl_interpolate_transform 1 for smooth monster movement or set to 0 for original feel.

                                edit: or host_framerate 0
                                Last edited by R00k; 05-02-2009, 10:12 AM.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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