I'm not sure if this is already a feature, but I would like to be able to not only create names in Qrack,but as well be able to save the name to a executable file. I know Qrack can build fun-names (I love that feature!)
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Qrack feature request.
Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Ah well not exactly but redundantly do able.
MEaning, load up your normal config, change your name and writeconfig myname.cfg
this will save EVERYTHING including your current name. So yes u can "save your fun name", but along with everything else too.
Nice Idea Mindz, I should add something to output name configs independently
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Yes,preferably .txt format names. I never understood why .scr (screensaver extension) was used in name builder's of the past. Atleast , one of the name builders used to create name files in that extension. PM's Cooler Name Builder.
Also , it would be nice if a charmap for Qrack existed, it does not need to be in the client, maybe a link on the Qrack webpage would be nice. I've tried mapping it outmyself but I keep missing the color dots,and the cool "arrow". I'm going to build a name with the arrow right now hahWant to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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It can be any extension, as the parser will just find the filename and start trying to read it. So u can save your name as .cfg .scr .txt .dog .cat .lol whatever.
In the multiplayer setup there is a name maker that displays Quake's character set. Which shows all possible characters.
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Another feature request.
Another request....
Independent settings on the sound buffers. Quake sounds are Mono 11Khz sound samples while the CD music (converted to ogg) is Stereo 44.1Khz sound tracks.
If you put sound speed to 44.1Kz, the in game sounds pick up some weird tinny effects from oversampling a lower sample sound. and putting the speed at 11Khz, you loose a lot from the ambient sound tracks taken from the CD. Either way you just can't win.
I know with darkplaces, 2 buffers are used but can't adjust them individually. I'm sure Qrack also needs two buffers for the two sources of sound in the game, and I didn't see anything about independent settings of those buffers.
Would this be possible?
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Start a new thread as opposed to hijacking mine, you will garner more attention especially.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Qrack should have 8 channels open for sound.
you can use fmod by using '-fmod' as the command line parameter.
I think cd_Khz could be added to the cvarlist
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Originally posted by Mindf!3ldzX View PostStart a new thread as opposed to hijacking mine, you will garner more attention especially.
The post applies thus isn't "highjacking" the thread.
You should make more specific topics if you don't want a "general" thread which the topic of this one is.
And also following forum etiquette, it's in bad form to create a new thread for every single request when there is a general request thread in existence as there is right here.
Next time be more specific if you don't want others contributing to your topic. ie "Name saves in Qrack feature."Last edited by TomCat39; 08-26-2009, 08:48 AM.
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Originally posted by Mindf!3ldzX View PostStart a new thread as opposed to hijacking mine, you will garner more attention especially.
I would also like to see crosshair settings. I have to look up how to enable it every time I do a reinstall. Not that it's anyone else's problem, there just seems to be crosshair settings in every other engine..
/forgetful jones
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another request:
can you set the default charset (console font) back the the standard quake charset?
the custom charsets that come with 1.90 are very hard to read on lower resolutions..
and its not all that easy to change it unless you already know how to do so.. especially if the current charset is almost unreadable
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oh wow my pet thread is getting a comb job!
oh wait this isnt hairclub for men!
ok in know everyone has adapted to the old release, and i've
put my finger out and pointed at a number... but
here's what i have added since the last release.
================================================== =========
v1.9++
Added: When recording a demo, show_rec will display "[*REC]" on screen.
usage:
show_rec 0|1 to toggle
show_rec_x horizontal positioning
show_rec_y vertical positioning
Added: Enhanced BuiltIn Function System (EBFS) by Maddes
Added: FrikFile Support
Added: cl_levelshots 0 |1
Displays an image between level loads and fades out of view with the name of the map centerprinted.
(custom levelshot images should be placed in "/textures/levelshots" )
Added: scr_centerprint_levelname 0|1
Displays a centerprint of the map's worldspawn key "message" at map start.
Fixed: if a server model is not found, or can't be downloaded use null.mdl instead.
Fixed: Fullbright skins on 8 bit player models only illuminate the original fullbright colors (>224)
This allows gl_fb_models 1 to correctly work for player models without making the entire skin fullbright!
Originally in Quake the player skin had a fullbright little RED dot on the gun, which was broken in glQuake.
Added: CL_TEAMSKIN support for md3 models!
fIXED: if transparent then no entity shadow!!
Added: cl_viewbob 0|1 default 0, bobs the pov as a player walks.
This allows the gun to sway with cl_bob but keeping the pov steady.
Fixed: coronas are not visable through doors/platforms
Fixed chase_active so the view never pokes into the wall!
added MOVETYPE_FOLLOW for Nehahra support (oops! was missing!)
added gl_free_world_textures cvar to clear out loaded texture before each map load...
+ saves texture memory
+ reloads color pallete (and/or bpp)
+ resets the mipmap level
added then removed, shadow volumes for alias models.too many things broke, ie decals etc
plus, shadows were casting thru bsp structures. Sigh, maybe later...
fixed r_celshading with cl_teamskins... the vertex interpolation was out of sync.
added preliminary support for HalfLife 1 maps with 24bit texture support
__________________________________________________ ______________
and there are somethings that havent been documented.
(no hacks STFU!)
A console font menu is in the works! default standard font yes!
There is a crosshair menu tucked in the MULTIPLAYER menu option
I end up wasting time trying to add shadow volumes and normal mapping and QW protocol support that sucks it outta me
actually I'd rather have DP protocol or FTE something clean and effecient, yet 50 ping at netquake standards REALLY aren't that bad!Last edited by R00k; 08-26-2009, 09:37 PM.
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Hey Rook, it's been a little while.
I'm glad to see that you are still working on Qrack! It's still my favorite Quake port, thanks to the skybox config and individual map configs. I was wondering if you still planned to implement a random map command? I know I requested it a long time ago. It can't be too hard to do, can it? Basically, I'm just looking to press a button during a DM game that switches to a random map in my entire map folder. It seems to me that a list of maps is already built with the "Maps" part of the menu in Qrack. Would it be too hard to have a random map chosen from this list with a command?Last edited by Lightning_Hunter; 09-09-2009, 10:00 AM.
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