Announcement

Collapse
No announcement yet.

Qrack feature request.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Make a video of your problem then upload to YouTube. Then Rook will see the video and have an idea of what is happening.

    Rook's time is like gold and Rook is the guy who lays the golden eggs. Upload a vid or a demo to make life easy on him!

    (Fyi: JoeQuake would squish me on the Orlmaps by ORL in this one elevator. No other Quake would kill me. It could be an inherited collision "fix" that isn't quite equivalent.)
    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


    • #32
      Originally posted by Baker View Post
      Make a video of your problem then upload to YouTube. Then Rook will see the video and have an idea of what is happening.

      Rook's time is like gold and Rook is the guy who lays the golden eggs. Upload a vid or a demo to make life easy on him!

      (Fyi: JoeQuake would squish me on the Orlmaps by ORL in this one elevator. No other Quake would kill me. It could be an inherited collision "fix" that isn't quite equivalent.)
      No offense Baker, but I don't think you read everything. I'm trying to make a demo, but the latest version Rook sent me won't load maps. There is nothing to record at the moment, because everything is there in the log. There is no point in recording text. I can just use a condump to show the text. All the video would show is me double clicking the glqrack icon, opening the console, typing e1m1, and getting that error. Get me past that error, and I will post a demo. I assume it's something in the build Rook sent me. Something mandatory could have been left out, or maybe Rook just changed something that broke the build right before he sent it to me and forgot to revert it. It happens. No big deal.

      Believe me, I'm not some inexperienced beta tester. I show as much information as I can in as little time as possible. This isn't the first time I've tried to help stomp a problem for Qrack. You have to take it one problem at a time and have plenty of patience. I've spent many nights with Rook in the past trying to help him stomp bugs - and Qrack isn't the only game engine I've helped beta test. Believe me - pics and videos will ensue wherever possible. Besides all this, I think Rook has an idea of the bug I'm referring to, because he described the exact same scenario. I only need to get on the same level as him (with the latest build), then I can post a demo to maybe help him replicate the bug. It does no good to playtest Qrack on different builds, when it's possible Rook has already fixed this.
      Last edited by Lightning_Hunter; 09-21-2009, 10:53 AM.

      Comment


      • #33
        It's possible that just installing the .exe in your /Quake folder wasn't enough to test this latest build I'll clean up a package to install for you to test fully.
        At times I'm only working on Qrack intermittently, so things get... forgetfully obscure.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • #34
          Originally posted by R00k View Post
          It's possible that just installing the .exe in your /Quake folder wasn't enough to test this latest build I'll clean up a package to install for you to test fully.
          At times I'm only working on Qrack intermittently, so things get... forgetfully obscure.
          It's no problem, I figured this was the case. It could be any number of reasons why I can't launch a map with just the glqrack.exe file. Are levelscreenshots required with the newest version? I'm just curious, since it is a new feature. I'm just taking a wild guess here, though.

          Comment


          • #35
            Well im thinking (and i know Baker has told me it's a bad idea), its the null.mdl file.
            If you connect to a server, and u dont have the required model /and or cant download it, then it forces that model to null.mdl (a greyscale CUBE). I guess I should embed that in the engine so no external file is required.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #36
              Originally posted by R00k View Post
              Well im thinking (and i know Baker has told me it's a bad idea), its the null.mdl file.
              If you connect to a server, and u dont have the required model /and or cant download it, then it forces that model to null.mdl (a greyscale CUBE). I guess I should embed that in the engine so no external file is required.
              Ah, gotcha. I remember you mentioning this.

              Originally posted by Baker View Post
              (Fyi: JoeQuake would squish me on the Orlmaps by ORL in this one elevator. No other Quake would kill me. It could be an inherited collision "fix" that isn't quite equivalent.)
              In addition to the physics issues I already mentioned about the elevators, I've also been noticing the collision issues noted by Baker. There is definitely something strange going on. I've been playing a lot of SP maps lately, and noticed that I "hit my head" in many elevator shafts that I shouldn't. Sometimes there isn't even anything to hit my head on, yet I still do. It's usually when I try to walk around while the lift goes up. When I get the newest build, I will record demos of all of this. I will also compare it to glquake to make sure these collision errors are only present in Qrack.

              Comment


              • #37
                In both Qrack and ProQuake on e1m1 the shootable button that opens Quad, if you stand under it and jump, you hit your head on the "trigger", weird

                edit: looking sv_phys.c theres an extra portion that calls "client" physics again...
                this is for Nehahra.
                Code:
                		else if (ent->v.movetype == MOVETYPE_WALK) 
                		{
                             if (!SV_RunThink (ent))
                                     return;
                             if (!SV_CheckWater (ent) && ! ((int)ent->v.flags & FL_WATERJUMP))
                                     SV_AddGravity (ent);
                             SV_CheckStuck (ent);
                             SV_WalkMove (ent);
                		}
                Which might be causing this bug...so i've changed to
                Code:
                 else if ((ent->v.movetype == MOVETYPE_WALK)&& (ent->v.modelindex != cl_modelindex[mi_player])
                I guess Nehara uses movetype_walk for other things?
                Last edited by R00k; 09-22-2009, 10:51 AM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                Comment


                • #38
                  That's interesting! Now I'm really interested how the new build will behave.

                  Comment


                  • #39
                    I was drinking my coffee and wondered if it would be cool if I drew lines from the player to all members of his team like a compass needle. This would reduce the need for spamming %L freeing up a keypress and lowering nettraffic.

                    Edit: cullentities kills this feature to a demo only feature.
                    Last edited by R00k; 09-23-2009, 12:28 PM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • #40
                      is it possible to change the gl_laserlight color?

                      Comment


                      • #41
                        gl_laserpoint # for color/enabled.
                        1 Blue
                        2 Red
                        3 Yellow
                        4 Green

                        I like green the best.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • #42
                          Originally posted by R00k View Post
                          I was drinking my coffee and wondered if it would be cool if I drew lines from the player to all members of his team like a compass needle. This would reduce the need for spamming %L freeing up a keypress and lowering nettraffic.

                          Edit: cullentities kills this feature to a demo only feature.

                          If you want team radar, all you gotta do is ask....

                          Comment


                          • #43
                            ya i just wanted radar to be server side. this is clientside so it has less net traffic. but i get problems with occlusion. so %l is good too. this only shows a line that is same color as your team to your teammate if he is visible in your pov.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                            Comment


                            • #44
                              so like a rocket trail, but a line on team mates only visible?

                              Comment


                              • #45
                                ya it sux so i wont be adding it. it just draws a line that always points to a teammate nearby.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                                Comment

                                Working...
                                X