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  • ProQuake 3.99x - Windows/Mac

    New version 3.99x

    Download:

    Windows: ProQuake 3.99x - 0.8 MB
    Mac OS X: ProQuake 3.99x - 1.8 MB


    Changes

    q_version exploit has been fixed. Can no longer be spammed or exploited.
    fullbright texture support (off by default). No, this isn't a cheat (see pic below).

    Custom crosshair capability using (crosshair 2 thru 6, crosshaircolor, crosshairsize and crosshairalpha). They don't save to config right now and it isn't officially supported yet (I want to make it simple and address multiple resolutions properly).

    A few other changes/fixes. Nothing really to get excited about. Some very basic fog support which needs more work (type gl_fogenable 1 in the console). Connects to port 26000 by default if the port isn't specified. Small bug fixes. Boring stuff that is important in it's own right.



    This version does NOT have the experimental server browser and map download. That special version was marked experimental and the feature will return (permanently) in the future after I take time to do it the "correct" way.

    I forgot to add ORL's low cpu feature. I'll do that in the next one.

    ----

    Source code is available here. For now, the Mac source code is a separate download and that is here. Both source codes should probably be fully integrated in the next one, I have to look and examine some mouse, keyboard, menu items.
    Last edited by Baker; 11-10-2008, 09:59 PM. Reason: updated pic url
    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 ...

  • #2
    Awesome! I hate to be captain obvious but you did the same fix for q_sysinfo that you did to q_version , right?

    Comment


    • #3
      Originally posted by mavness View Post
      Awesome! I hate to be captain obvious but you did the same fix for q_sysinfo that you did to q_version , right?
      That isn't a feature of ProQuake.
      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


      • #4
        baker are you sure you put the correct version up for download? i just tried the download link above (windows) and the glpro399.exe seems to be made in feb 2008

        also i can't find any cvars/commands for the fog/crosshairsize/color/alpha and so on..

        this seems like an older version to me..

        Comment


        • #5
          Originally posted by =peg= View Post
          baker are you sure you put the correct version up for download? i just tried the download link above (windows) and the glpro399.exe seems to be made in feb 2008

          also i can't find any cvars/commands for the fog/crosshairsize/color/alpha and so on..

          this seems like an older version to me..

          Thanks for the heads up. Fixed!

          I got so involved in final testing and verification of my checklist that I missed that step.

          If you had downloaded the Windows version, please re-download.
          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


          • #6
            ooh so that's why i couldn't get anything right..

            anyways the fog is great, but maybe is it possible to make it more like "darkness"?

            because well:

            Comment


            • #7
              Eventually, I'll be looking at the fog code in Enhanced GLQuake, FitzQuake and JoeQuake and working on the ProQuake fog code some more. The current fog code is sort of okish, but other engines do it so much better.

              My goal with this is only that I'd like ProQuake to display certain single player maps the way that the author intended. I want maps like Travail, Castle of the Dark Ages and so forth to load in ProQuake as they do in other engines like FitzQuake and DarkPlaces and I think Qrack.

              So I'll be adding very limited skybox support as well eventually.

              Some of my targets include:

              1. I noticed something about the rendering of textures in the distance that bugs me know that I know about it, but this effect isn't present in FitzQuake, JoeQuake/Qrack or DarkPlaces.

              2. I want an option for WinQuake style dead bodies retaining their color. DarkPlaces does this.

              3. I want an option to fix the rendering when you are half-submerged in water. In engines like FitzQuake and JoeQuake, it renders clear. In GLQuake and therefore GL ProQuake, it renders "garbled".

              4. alpha support. I've been slacking and should have done this by now.

              5. Support for, say, Rook's CTF mod which supports EF_RED and EF_BLUE.

              ----

              Non-rendering:

              1. .ent file support. I've been slacking and should have done this by now.
              2. Centerprint logging. I can't remember by reason for not including this.
              3. Some form of cl_mute, but I had a concern.
              4. Maybe some form of cl_autodemo but there can be issues with that. I think I added this once and later removed.
              5. Maybe: Walk through the code and figure out ideal way to deal with cheat-free +mods?
              6. FIX once and for all make keypad work with international keyboard support on.
              7. Single pass video mode switching instead of the double initialization that occurs.
              8. Make commands and cvars case insensitive.
              9. Implement Rook's download method or some form of it.
              10. May figure out some sort of ideal compressed demos solution.

              Mac OS:

              1. Make "copy" command work.
              2. Figure out ideal solution to keyrepeats problem (I had to re-enable)
              3. Add the menu options.
              Last edited by Baker; 10-31-2008, 02:04 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 ...

              Comment


              • #8
                Originally posted by baker
                1. I noticed something about the rendering of textures in the distance that bugs me know that I know about it, but this effect isn't present in FitzQuake, JoeQuake/Qrack or DarkPlaces.
                I have not checked the new version yet but i never noticed anything odd with the texture rendering in 3.99z..

                I use 8x anisotropic filtering so that might be why.. -> enable in gfx card driver..
                I think fitz and qrack have this option in-game too, but not glpro.

                /will post feedback on the 3.99x later

                Comment


                • #9
                  Originally posted by =peg= View Post
                  I have not checked the new version yet but i never noticed anything odd with the texture rendering in 3.99z
                  It is almost impossible to spot and generally you have to be looking for it, this oddity dates back to glquake.

                  To me, it becomes very noticeable if I type contrast 2 in the console and hang around the "shotgun shell secret compartment" and start moving quickly left and right and staring at the far "lamp" at the end of the room. I see a white line if I quickly move back and forth.

                  I also notice this if I am at the e1m1 "mega health secret" room, also with the lamps.

                  I'll have to do some more research on it.

                  Btw: I forgot to mention that annoying whitescreen issue with certain video cards that is fixed by adding -no8bit to the command line is gone. Another glquake relic. I think at least 8 people have had that problem in the past. "-no8bit" is now the default setting. (The old "8bit" setting is still available via adding -8bit to the command line simply because I don't believe in removing things), but almost every other engine eliminated that years ago.
                  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


                  • #10
                    How bout a Linux version?

                    Comment


                    • #11
                      Whys is the console so big and funky. Plus when I first started it up, all the text in quake was Huge! Untill I moved on from the start-up demo.

                      How can I make it back to normal?
                      SpeakNow.QuakeOne.Com
                      [email protected]
                      AIM - EMHof1

                      Comment


                      • #12
                        go to advanced settings sub menu and set console width to whatever looks best..

                        (alternatively you could use -conwidth 640 -conheight 480 for example in commandline)

                        Comment


                        • #13
                          Is the "far away texture" stuff maybe just bilinear/trilinear/anisotropic filtering?

                          About fog: As usual with such effects, only Darkplaces does it really well. aguirRe's glquake vs. Fitzquake are very different so you can discard any plan to "make it look like the author intended" right away.
                          Quake 1 Singleplayer Maps and Mods

                          Comment


                          • #14
                            Originally posted by Dreadful View Post
                            Whys is the console so big and funky. Plus when I first started it up, all the text in quake was Huge!
                            Type vid_consize 0 in the console for the Fruitz of Dojo look, saves to config.

                            Fruitz of Dojo port deviated from the "norm" in most glquake engines with the "microscopic" text. (glquake, Proquake Windows and Enhanced GLQuake have 640x480 console size by default).

                            Anyway, here is how you can customize this (saves to config).

                            1. Like Peg said, just go to Options -> Advanced Settings -> Console Width and set the console size which you can adjust in real time.

                            OR

                            2. Manually set the vid_consize in the console.

                            Vid_consize settings:

                            -1 ... Default value, automatic determination of best size
                            0 ... Use current resolution (this is what you want if you like the Fruitz of Dojo look)
                            1 ... 50% size
                            2 ... Always 640x480 (this is the glquake default)
                            3 ... Always 320

                            This saves to config.

                            Originally posted by Spirit View Post
                            Is the "far away texture" stuff maybe just bilinear/trilinear/anisotropic filtering?
                            Don't know the origin of it yet. I do not believe it is related to the gl_texturemode because I tried some different settings and still got it.

                            About fog: As usual with such effects, only Darkplaces does it really well. aguirRe's glquake vs. Fitzquake are very different so you can discard any plan to "make it look like the author intended" right away.
                            From the very limited time I've spent examining differences between engines, I know I want partly obscured models to not appear brighter and I want to look at the fog's effect on the sky.

                            Note to self: On Intel integrated video cards, gl_ztrick 0 is giving me sbar flashing in glquake and closely related engines including this. Fix this annoyance in next glpro. (Does not occur in DarkPlaces, FitzQuake or Qrack).
                            Last edited by Baker; 11-01-2008, 06:27 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 ...

                            Comment


                            • #15
                              Originally posted by Baker View Post
                              That isn't a feature of ProQuake.
                              Well then, Im the idiot! haha I dont type any of that stuff so I didnt know haha.

                              Comment

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