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ProQuake 3.99x - Windows/Mac

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  • #61
    Originally posted by PapaSmurf View Post
    Baker, are you still supporting this client?
    Yeah, but for at least the next several weeks I'm not going to be around much.

    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.
    In Video Options, you can set the fontsize or use the vid_consize cvar (settings from 0-4). I don't have it in front of me, but one of the options locks the console size to 640x480 regardless of 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.
    There isn't an option for that. When I get back to working on this again, I'll think about adding an option for that.

    My list of things I'd like to add for the next version, other than that list on www.quakeone.com/proquake ... I'd like to add:

    1. FitzQuake texture manager. This would allow among other things switching between 16/32 bpp.

    2. "No limits" texture loading. No matter how many maps are run, you can never hit the gltexture limit.

    3. Qrack map download. I should smack myself for not have done this yet especially when R00k gave me the code ages ago.

    4. FitzQuake renderer and NPRQuake render option.

    5. Half-Life map support. I wrote a tutorial for others on how to add it to a GLQuake engine so you'd think I could at least add it to ProQuake

    6. Mac OSX anti-acceleration option and make singular code base with Windows version.

    7. Skybox support from worldspawn for single player. Laziness again.
    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


    • #62
      Baker legendarily re-defined way we play Quake with this..

      I do have one lil nag which is actually quite major.. lolz.

      Having played DP extensively before moving to this client, I noticed PQ has lots of surface wall stickiness and stumble stutters associated with them..

      Is this normal? Becuz I was used to wall-hugging and touching corners for cover before and now it seems I have to stay away from them cuz they slow me down - as I stick to them.

      Please address this if justifiable.

      Thanks,
      -P.

      Comment


      • #63
        I've started playing with my quake res at 640x480 in wqpro399. However, if I set the default res in the menu or use the command line options -width and -height, I still get 320x200. I really wouldn't mind using that but now it's all off-centered at that res and doesn't fit the screen right.

        What am I doing wrong? I'd like to set this up in my config or in the .bat I use to run wqpro. I'm sure it's something dumb.
        PanterA-RuM - chase_active 1 - Panix!



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        • #64
          for winquake clients you don't use -width -height. You just use vid_mode x. So, type in the console vid_describemodes, and it will list all the vid modes that the client supports. Go down the list find the one you want, and then type vid_mode X, where X is the number on the list you just displayed.

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          • #65
            Originally posted by PapaSmurf View Post
            for winquake clients you don't use -width -height. You just use vid_mode x. So, type in the console vid_describemodes, and it will list all the vid modes that the client supports. Go down the list find the one you want, and then type vid_mode X, where X is the number on the list you just displayed.
            Thanks man. Got 'er added to the ol' config.
            PanterA-RuM - chase_active 1 - Panix!



            Comment


            • #66
              Originally posted by Paradise View Post
              Having played DP extensively before moving to this client, I noticed PQ has lots of surface wall stickiness and stumble stutters associated with them..
              If this is multiplayer, keep in mind that (Net)Quake is pure client-server.

              Now what I mean by this is that the server is doing everything except rendering and the client is only rendering and sending the commands (direction you want to move, attack state, impulses) to the server.

              DarkPlaces is noticeable smoother than other clients for reasons unknown to me but this may have to do with when or how the commands are sent as DarkPlaces clients always have the wrong ping (Monster with his 3 ping, for instance).

              Either way, the server is controlling your movement (your client has nothing to do with it, the server tells the client where you are and the speed and does the collision checks) so you are down to rendering and input.

              Maybe your pq_maxfps is too high or could benefit by an adjustment. Even nudging it 1 or 2 fps above or below can actually make a difference for reasons you really don't want to think about but have to do with your mouse input hz and your display hz.
              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


              • #67
                It happens both - sp and mp. I put my frames up very high 5555, although rarely I hit 1000. Seems to play fine tho, even with DP played fine.

                With PQ *it is* faster tis only that if I touch any wall, corner or doorway I get stuck in it with stutters and I have to hit my directionals keys to get "unglued." lolz This is pretty frustrating and taxing when playing, esp. ca.

                I been avoiding touching anything when I move, sux cuz I am used to using cover alot. And this affects my strategies involving any wall-running or hugging I used to do before.

                You can fire up PQ-GL and see for yourself..

                Thanks for your reply.

                Comment


                • #68
                  Also another minor annoyance is that if I take any lifts or elevators I must stand center of them, otherwise walls hurt me and elevators go back down.

                  Comment


                  • #69
                    Originally posted by Paradise View Post
                    It happens both - sp and mp. I put my frames up very high 5555, although rarely I hit 1000.
                    There is your problem.

                    Maxfps should never be set anywhere near that high. Setting it super high is a guarantee of jerky behavior.

                    Setting it around 200-300 should be fine.
                    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


                    • #70
                      It plays fine, tho. There is no jerk. Only wall thing.

                      Any diff. in game-play if tis lower, opponents on screen move slower?

                      Comment


                      • #71
                        It is still doin it man, here check this demo out.

                        I set my frames at 175 - I still stick to walls.
                        Attached Files

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                        • #72
                          I watched the demo and tried to reproduce sticking to the walls with a few different settings but I couldn't.

                          So .. I'm not sure what to say.

                          Maybe try vid_vsync 1?
                          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


                          • #73
                            That truly sux buddy.. ! ..tis not major tragedy although still pretty annoying.

                            I got WinXP and ATI vid-card, FYI. Maybe that?

                            Well, I also got another laptop up my sleeve with Vista. I hope you going to say everything runs good there..

                            ..it is still playable on this one, only walls have glue.

                            Thanks for your help.

                            Comment


                            • #74
                              Last question: maybe renderer (Q exit in&out) has to be restarted after I set my frames? I did it in-game.. ..maybe it did not take effect?

                              Comment


                              • #75
                                Did you try one of vid_restart or r_restart?
                                16:03:04 <gb> when I put in a sng, I think I might need nails
                                16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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