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  • #16
    Originally posted by R00k View Post
    Added: When recording a demo, show_rec will display "[*REC]" on screen.
    STOP! THIEF!

    Dammit, well my idea was a red dot indicating recording a demo. And I wanted to somehow make a progress bar when a demo plays showing how far into the demo it is.

    Then again, I don't have much time.

    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" )
    I wish there was a way to auto-generate a map screenshot for display from one of the intermission cameras in a map to avoid the need to have a pre-built screenshot.

    I'm just rambling ...

    Fixed: coronas are not visable through doors/platforms
    Awesome!

    Fixed chase_active so the view never pokes into the wall!
    Mega-awesome! x5

    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
    Mega-awesome.

    added preliminary support for HalfLife 1 maps with 24bit texture support
    Cool! It would great to be able to make a toolkit for people to make Half-Life format Quake maps so we can play more interesting Quake.

    The .bsp size is the same with the textures compiled into a Half-Life format map but it gets to use so many more colors.

    Awesome stuff, Rook.
    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 ...

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    • #17
      Originally posted by Baker View Post
      I wish there was a way to auto-generate a map screenshot for display from one of the intermission cameras in a map to avoid the need to have a pre-built screenshot.
      Of course there is; check my automapshot code. It's just a matter of changing when the automapshot fires, but it's all there at the bottom of SCR_UpdateScreen.

      Having it happen before you enter a map might be a bit more difficult. You'd need to load the BSP and all models, process the entities client-side looking for an info_intermission (and bear in mind that there's absolutely nothing in Quake that says an intermission camera has to be called "info_intermission"), render that scene to the backbuffer or an alternate render target buffer, then capture it to a texture. Brrrr.
      IT LIVES! http://directq.blogspot.com/

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      • #18
        MH: i was thinking of your "save screens" when he said that.
        Baker the REC code idea was thru (maybe u as well) as now in this age of Quake we CAN record demos at whim and im like "ok this game is getting juicy if i record now and i was already recording i will serrate the demo(s) ?" i just need a *** telling me that cl_autodemo is ACTIVE!! sorry if we shared the same "grr"!

        side note about the level shots, it only looks good in SinglePlayer. Ther server sends the "Hey lets load a new map" way to late for any multiplayer gamer to give a sh!t. this is why i started making level shots blurred-fades, so that it "morphs" into the level..


        LH: why random, wouldnt u like a user .cfg file to configure the custom maps how U want to play,then press nextmap?
        or cl_nextmap 1 ?
        Last edited by R00k; 09-09-2009, 11:02 PM.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #19
          Originally posted by R00k View Post
          LH: why random, wouldnt u like a user .cfg file to configure the custom maps how U want to play,then press nextmap?
          or cl_nextmap 1 ?
          Nope, because I have a lot of maps, and I enjoy the surprise. Basically, I don't want to enter 500 maps into a config file; I'd rather just be able to use an active command anytime during a game, and have it choose a map in the maps folder for me. When I play online with my brothers, we like a random map rotation. We've been doing it for games like UT99, UT2004, Quake3, etc (all of which have mods to shuffle the maps)... It's fun not knowing what map will pop up next. I would love you forever if you did it.
          Last edited by Lightning_Hunter; 09-10-2009, 12:09 AM.

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          • #20
            I just realized that if you use an MD3 model for spike or s_spike, there is no longer a particle trail behind the nails after you fire them. Could this be fixed?

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            • #21
              Ok added to the todo list
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #22
                no,seriously. 5-0
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #23
                  r00k, can you add free look/move in demos? it was in glpro8 and it was a nice feature. Unless you already added it and i just cant figure it out

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                  • #24
                    left/right mouse click used to do that.. dunno if it is still in tho.. haven't used it for quite a while..

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                    • #25
                      right mouse click toggles freelook
                      left mouse click toggles freemove

                      I really liked these features to see "bot demo accusations" and to study bot behavior from demos.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #26
                        ah jez, i tried every fucking button but the mouse ones, i r retard.

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                        • #27
                          I think I might have found another bug that has possibly been in Qrack forever (tested version 1.83 and the bug is still there). The physics of entities on elevators sometimes act a bit strange. Take the lift at the start of E1M1 for example. Sometimes when you go down the lift, the player will bounce up and down as it goes down (and so will the body of the soldier there if you killed him on the lift). I tried GLQuake to see if I could replicate this, but couldn't - so it seems this bug is Qrack related (or who knows, maybe it's been there since FuhQuake or JoeQuake).

                          I can't figure out exactly what makes it happen. Just mess around on the lift as it goes down, and it will eventually happen. Sometimes it happens when you just stand there not moving at all. The problem with this bug is that sometimes lifts on SP maps are hard to stay on when they go down, because the player bounces so much. This is especially evident in Low Gravity maps; the player will bounce even more then.

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                          • #28
                            I think i've seen this in the past, it felt like the lift falls fast, then i drop and hit the lift and then the lift falls again, then i fall. Butall this happening in like 2 seconds. Though, trying my newest build I cant get it to do this again, after about 20 lift rides :/
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • #29
                              Um, want me to try and see if I can replicate it with the newest build? I'm currently using 1.90 2422. Maybe I can record a demo of it.

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                              • #30
                                Rook, when I try to load a map with the newest build you gave me (2764) I get an error. I'm not using any mods. Did you forget to include something mandatory?

                                Here is my condump:

                                Code:
                                Console initialized
                                Couldn't set DI coop level
                                DirectInput InActive
                                Video mode 1680x1050x32 60Hz
                                initialized
                                DirectInput Active
                                Mouse smoothing active
                                GL_VENDOR: ATI Technologies Inc.
                                GL_RENDERER: ATI Radeon HD 3850 AGP
                                GL_VERSION: 2.1.8673
                                
                                Multitexture extensions found
                                Enabled 4 texture units on hardware
                                VSYNC Support Found:
                                WGL_EXT_swap_control
                                Loaded 2 corona textures
                                Avi capturing module initialized
                                ACM module initialized
                                DirectSound initialized
                                Sound sampling rate: 44100 Hz
                                Failed to download qrack_version.txt
                                from http://www
                                .quakeone.com/qrack/qrack_version.txt
                                Error: The requested URL returned
                                error: 404
                                DirectInput Active
                                Mouse smoothing active
                                Exe: 00:25:52 Sep 20 2009
                                Hunk allocation: 512.0 MB
                                
                                Qrack version 1.92 (build 2764)
                                
                                
                                 Qrack Initialized 
                                execing quake.rc
                                execing config.cfg
                                execing autoexec.cfg
                                No demos listed with startdemos
                                ]map e1m1
                                CALL0      459(spawn)spawn()
                                <NO FUNCTION>
                                    world.qc : worldspawn
                                <NO FUNCTION>
                                Bad builtin call number 14 for spawn
                                Please contact the PROGS.DAT author
                                Use BUILTINLIST to see all assigned builtin functions
                                Try "builtin remapping" by setting PR_BUILTIN_REMAP to 1
                                
                                
                                ===========================
                                Host_Error: Program error
                                ===========================
                                
                                ]condump

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