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Qrack feature request.

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  • #46
    maybe you can use richmarks method, with the locations being shown via @ 12 o'clock etc etc

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    • #47
      I pinpointed the elevator issue! Well, part of it at least. I found a map called APSP1 that has you start on an elevator that immediately goes down, causing the physics error 100% of the time if you don't move. I ran the map with Glquake, and of course, the error did not occur. I forgot to have GLquake use a different mod folder, so it modified my config file. Well, it turns out that Qrack had NO issues with the elevator with the modified config file. So, I then realized that a certain variable was causing the problem. I compared the config files to see what changed, and it turned out to be an unlikely suspect.

      For some reason, cl_maxfps was set to "999" in all my Qrack config files. GLquake reverted it to cl_maxfps "75", and all issues with the elevator at the start of APSP1 were gone. So, setting cl_maxfps too high must be the problem. I never imagined this problem would be caused by something so simple.

      Anyway, if you want to see the error for yourself - just download APSP1.zip from above, extract to a folder, run with the -game command, set cl_maxfps "999", and type Map APSP1. The elevator you start on should give you the error everytime, unless different system specs cause different symptoms. Needless to say, I won't be having cl_maxfps set that high for the time being. Serves me right for not digging deeper in the variables...

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      • #48
        You sir, are a genious. To my knowledge, a server runs physics every frame but QuakeC only runs 10 times per second.

        I believe that you have solved an issue that has perplexed me for ages and has otherwise been a source of mystery.

        I still need to investigate that "trigger" brush and collision thing Rook said. One time on a CAx server there was an invisible object blocking progression, maybe it was a trigger.

        I'm not sure what to think about the latter one. The server was running stock ProQuake 3.50 with 2 or 3 modifications from Rook like the grenade bounce fix.
        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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        • #49
          Actually, I've found that even cl_maxfps "75" will cause some collision errors in certain lifts (although not as bad). There is an exit lift at the end of APSP1 that hurts you if you use anything above cl_maxfps "60". The problem is that cl_maxfps "60" causes tearing on my LCD, so that is not an option for me. I'll just use 75 until this is fixed.
          Last edited by Lightning_Hunter; 09-24-2009, 02:12 PM.

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          • #50
            noted.
            My Qc mods run at '+ sys_ticrate' so the discrepancy is minimal.
            So if anything its a client falsely telling the server its origin during a fall.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #51
              I wonder if adding support for q3 style shaders would be possible (sp only, to avoid shader hacks in MP).

              Check out my blog! And my site too!

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              • #52
                you mean like the cool gl_shiny thing? because it makes some walls shiny and cool

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                • #53
                  I mean having a text file tell the engine how to display the textures, so you could have an environment texture for shiny metallic things (fake chrome), a specular texture for a different kind of shininess, scrolling textures (for slime tubes or water/lava), etc.

                  Check out my blog! And my site too!

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                  • #54
                    Originally posted by R00k View Post
                    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?
                    This happens in aguirRe's GLQuake and FitzQuake 0.85 too so presumably this is a "feature" of original GLQuake.

                    Maybe it is a id1 map mistake? Or a QuakeC bug?

                    Either way, it appears to be an "authentic" feature of Quake.
                    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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