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/It is possible I typo'd the version string in the intermittent version.
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 ...
So ive just started to get back into origional quake and alot of these mods bring back alot of memories of good times when i first discovered online gaming.
A few questions tho about this client... First, what is the difference between this and glqwcl? (Gl Quakeworld). Also this client actually runs in a gl mode as opposed to quakeworld because of my graphics card. I cant get gl quakeworld to work because i need some sort of glide2x.dll wrapper. I dont want to deal with that mess. I like proquake because it runs way better than any of the other clients that i have used. My only question is are there actually servers up and running for mods like Team Fortress? or other custom mods? Or do the mod makers need to create their mod for different clients, but TF just so happened to choose quakeworld? A little insight would be very helpful, thank you!
If you are, can you tell me is there a way to independently change the console font size from the console resolution size, ie, I want to have a low console resolution, but maintain the font size in the console to be that of what it would look like with 640x480 resolution.
Also, if using a higher console resolution (640x480), is there a way to center the HUD and not have it off to the left. I don't really need to have the mini-scoreboard in my HUD.
i also have question, why doesn't winquakepro399x have a max_fps c_var and only goes up to around 62 or so?
To break the "limit" in a software renderer like WinQuake or in this case wqpro, you have to add -dibonly to the command line.
There is a pq_maxfps cvar in wqpro just like glpro.
If you can't break 62 using -dibonly on the command line then you may be limited by the slowness of software rendering in a higher resolution (i.e., 1024x768 and beyond will always be rather slow for sure since wqpro does not get the benefit of hardware accelerated rendering).
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 ...
oh thanks, and now i see why its limited, cos when the screen flashes [ie. hurt, pick up stuff] it will pause on that frame :S
thanks though :}
Software rendering has a very close-knit ratio between number of pixels and speed. 320x240 is blazing fast, 640x480 is generally pretty fast but as those width and height numbers get larger you start to pay geometrically higher penalties in frame rendering.
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 ...
I also wanted to point out that proquake 3.99x also seems to be a bit unresponsive for the first 5 seconds or so of startup, meaning there is an input lag between my key presses and the response.
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