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  • #76
    Originally posted by mhquake View Post
    The very last CL_ClearInterpolation at the end of CL_ParseUpdate (inside the if (forcelink) block) should fix your first bug in GL.
    I'm going to be revisiting the interpolation and making the GL version more similar to your software renderer version.

    [But yeah, I already knew that .... hehe ]

    Originally posted by Polarite View Post
    What do u mean with that fix ?
    Now its so that if a player got fragged the dead body stays colored till he re-spawns , I kinda like it this way
    Well ... I'm not into forcing anything on anyone so it'll be optional, of course.

    Also a simple request maybe 21:
    I always forget to look at the clock when I'm playing quake , would cl_clock 1 be a possibility like qrack ?
    Result now is that I always go to bed way too late
    Possibly. There is the "time" console command in ProQuake 4.

    The main reason why I haven't done it is that feel knowing the time and enjoying playing a game are mutually exclusive concepts and a general desire to keep the on-screen presentation clean and simple.

    But I'll consider adding this.

    Originally posted by Polarite View Post
    Love the gl_overbright

    This version 4.35 got a fps drop of 6-10fps at times when shooting rockets.
    Tested all the proquake's from 3.50 till 4.35 and only that last experimental version got this problem.
    I stay with 4.34 for now.
    The treatment of gl_overbright is going to be handled with a great deal of care, obviously. I will do plenty of testing in the FPS department for both with the feature ON and OFF. I'm not quite done with gl_overbright yet.

    My main interest in the experimental 4.35 having it was to see it in action in ProQuake, heheh. MH made an aguirRe Enhanced GLQuake with the feature and I wanted to spend 30 minutes absorbing it into ProQuake for a look.

    This feature might be excluded for a few builds.

    It'll need some reworking of your lightmap builder though as that still uses the old GLQuake inverted range.
    I need to give the lightmap code some attention. Part of that will come with implementing a texture manager where it will be need to be streamlined anyway.

    Originally posted by AAA View Post
    tx Baker good job.
    Originally posted by ▫▪☼{~Ĵჶκჳჩ~}☼▪▫ View Post
    nice
    Thanks!
    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


    • #77
      Looks great Baker! I would not expect anything less from the provider of the greatest quote ever.
      Originally posted by Baker
      Why does the biggest cry baby in the forums use an Arnold Schwarzenegger avatar? Arnold never cries like a little girl like how you have cried in every Kimp thread.

      Comment


      • #78
        Originally posted by Baker View Post
        I'm going to be revisiting the interpolation and making the GL version more similar to your software renderer version.

        [But yeah, I already knew that .... hehe ]



        Well ... I'm not into forcing anything on anyone so it'll be optional, of course.



        Possibly. There is the "time" console command in ProQuake 4.

        The main reason why I haven't done it is that feel knowing the time and enjoying playing a game are mutually exclusive concepts and a general desire to keep the on-screen presentation clean and simple.

        But I'll consider adding this.



        The treatment of gl_overbright is going to be handled with a great deal of care, obviously. I will do plenty of testing in the FPS department for both with the feature ON and OFF. I'm not quite done with gl_overbright yet.

        My main interest in the experimental 4.35 having it was to see it in action in ProQuake, heheh. MH made an aguirRe Enhanced GLQuake with the feature and I wanted to spend 30 minutes absorbing it into ProQuake for a look.

        This feature might be excluded for a few builds.



        I need to give the lightmap code some attention. Part of that will come with implementing a texture manager where it will be need to be streamlined anyway.




        Thanks!
        Alot to answer

        But hey Baker you are doing a great job I can't say this enough !!!
        My servers for the gamers:
        bigfoot.servequake.com / damage.servequake.com

        port 26000 EuroQuake
        port 26001 EuroQuake Coop


        newyork.quakeone.com
        Offline ATM
        fvf.servequake.com
        flanders.servegame.org / flanders.servequake.com
        Offline ATM
        newdm.servequake.com
        port 26010

        http://bigfoot.servequake.com (EuroQuake)
        sigpic

        Comment


        • #79
          Err, maybe this was discussed at some point in this thread, but how do I turn off the notifications? Like "Dropped 1 data gram(s)".

          Comment


          • #80
            Originally posted by Wolv View Post
            Err, maybe this was discussed at some point in this thread, but how do I turn off the notifications? Like "Dropped 1 data gram(s)".
            Sounds like you have "developer 1" in your autoexec.cfg or config.cfg

            Type "developer 0" in the console or simply remove it from your autoexec or config.cfg.

            The "developer" cvar doesn't normally save to config.
            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


            • #81
              Originally posted by Baker View Post
              0. Integrate RocketGuy's RQuake server support into ProQuake (finally). I had always held off due to the Frikfile support (which requires EBFS which breaks qccx, but RocketGuy has beaten that problem). And the other optional modifications like port range capability.
              It's good to see this at the top of your list. Remember that you should still have the source to my quick and dirty solution in your email. Remember to check error codes from the WINSOCK call so that having a port conflict doesn't cause the game to close with an error message. It should instead inform the user.
              sigpic

              Comment


              • #82
                Originally posted by Baker View Post
                Sounds like you have "developer 1" in your autoexec.cfg or config.cfg

                Type "developer 0" in the console or simply remove it from your autoexec or config.cfg.

                The "developer" cvar doesn't normally save to config.
                Hmm. That's weird. I've been playing with it for a while now. I thought it was just something you implemented. Pretty annoying at times. ;p Thanks though.

                Comment


                • #83
                  I haven't read the entire thread, but noticed something about EFESS and live server browser. Is this something that is going to be put inthe mod itself, sort of liek Qrack has? if so, will the option to join servers from a list be part of the feature? I hate typing out full dns's to connect to servers and i know it's a simple bind command but it would be freakin sweet to see these things combined. No complaints either way though. You could end production of proquake at version 4.34 (the 4.35 loss of fps post kinda scared me) and i doubt you would have a single dissatisfied PQ'er.

                  I would like to give a sincere thank you to you and those like you that continue to keep this old game extremely entertaining. Well done everyone. Well done Quake 1 Classic.
                  "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

                  Comment


                  • #84
                    Qrack uses an interface to a file called server.lst in the /quake folder.
                    This file is used to serve as "bookmarks" or "favorites" for the multiplayer option.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • #85
                      Originally posted by Wolv View Post
                      Hmm. That's weird. I've been playing with it for a while now. I thought it was just something you implemented. Pretty annoying at times. ;p Thanks though.
                      "developer 1" prints messages that give extra information on what the engine is doing, mostly for debugging and such.

                      Originally posted by rev View Post
                      I haven't read the entire thread, but noticed something about EFESS and live server browser. Is this something that is going to be put inthe mod itself, sort of liek Qrack has? if so, will the option to join servers from a list be part of the feature?
                      It'll look like this basically. Efess already did everything on his end to support the server browser feed.



                      It is basically a modified version of the Qrack server list, except the server list isn't maintained by the player but rather pulled off the QuakeOne.com server browser.
                      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


                      • #86
                        There will hopefully be 2 [maybe 3] releases of ProQuake today [I need to do things incrementally in case of bugs].

                        The list of stuff I want to have in it [doesn't mean I will be able to do it quick enough, though]:

                        1. gl_texturemode changes instantly. Yeah, few people use this, but for completeness. And list the valid ones if no mode is specified. One of the gl_texturemode settings looks all pixelated and sort of WinQuake-like and one of the other settings looks smoother [possibly with an fps cost]/

                        2. MH's Chase cam fix at least for chase_active 1 [as opposed to chase_active 2].

                        3. Mac OSX build. [Will not have map download ... for now. The reason is that I can make the map download work statically linking, but only for Intel Macs. Which means the binary isn't a "Universal binary" which doesn't support older PowerPC Macs.] Eventually, I want to get map download working without statically linking even for the Windows build so ProQuake will still run without zlib1.dll and libcurl.dll. But that will take some extra play time.

                        4. color 14/15 as a server option. Maybe sv_allcolors 1 or something? Not sure of the cvar name.

                        5. Get the namemaker back in ProQuake. I removed it around ProQuake 3.99s or so and neglected to add it back in.

                        6. Stop looping ambient sounds on disconnect. Rarely happens. Need to be able to replicate it first to verify aguirRe's engine fix works [I'm sure it does, but I want to be able to verify it. Also stop the CD music if it is happening.

                        7. Reload the console background on gamedir change. Unless something I'm not considering is stopping me.

                        8. Add contrast support to software renderer. JoeQuake has this.

                        9. Fix load game interpolation issue on first frame. Surprisingly, with the old QER GLQuake interpolation, just clearing the interpolation doesn't work but JoeQuake fixed that so I need to see what was up with that. I already have dropped QER transform in GL in favor of MH's renderer neutral transform interpolation.

                        10. A bit more work on the mouse code.

                        And if this goes faster than I think, maybe even add the real time HTTP server browser.
                        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


                        • #87
                          Ok, just so I know i'm understanding this clearly:

                          what is currently available on the quakeone.com site, "Live Server Browser" is now going to be in the PQ mod? with an easy way to join the server the user sees is being played or is most populated?
                          "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

                          Comment


                          • #88
                            0. Integrate RocketGuy's RQuake server support into ProQuake (finally). I had always held off due to the Frikfile support (which requires EBFS which breaks qccx, but RocketGuy has beaten that problem). And the other optional modifications like port range capability.
                            This would be very interesting, for adding persistent stats. I have successfully built a version of CRCTF that runs on FTE and DarkPlaces, opening a route to persistent stats but that would require all servers to switch to DP or FTE ,not necessarily a bad thing, just not a popular choice among the current player base. We dont NEED qccx anymore anyways, IF the server supports EBFS, just use FTEqcc

                            EDIT:
                            And if this goes faster than I think, maybe even add the real time HTTP server browser.
                            ProQuakExplorer??
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                            Comment


                            • #89
                              Originally posted by R00k View Post
                              This would be very interesting, for adding persistent stats. I have successfully built a version of CRCTF that runs on FTE and DarkPlaces, opening a route to persistent stats but that would require all servers to switch to DP or FTE ,not necessarily a bad thing, just not a popular choice among the current player base. We dont NEED qccx anymore anyways, IF the server supports EBFS, just use FTEqcc

                              EDIT:

                              ProQuakExplorer??
                              We'd need pq_teamscores support for sure, somehow.

                              Originally posted by rev View Post
                              Ok, just so I know i'm understanding this clearly:

                              what is currently available on the quakeone.com site, "Live Server Browser" is now going to be in the PQ mod? with an easy way to join the server the user sees is being played or is most populated?
                              Ah, didn't see this ..

                              Yeah it sorts by number of players.

                              Probably will be in by ProQuake 4.60 or thereabouts.
                              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


                              • #90
                                pq_teamscores is just an encoded writebyte that is parsed thru the PQC_TEAM_FRAGS message; much like a clc_ message or svc_ message is sent. No qccx trickery

                                in quakeC it looks like this
                                Code:
                                void (entity e, float tm, float tf) pqc_team_frags =
                                {	
                                	local float msg_type;
                                
                                	if (e)
                                	{
                                		msg_entity = e;
                                		msg_type = MSG_ONE;
                                	}
                                	else
                                		msg_type = MSG_ALL;
                                
                                	if (tf < 0)
                                		tf = tf + 65536;
                                
                                	WriteByte (msg_type, SVC_STUFFCMD);
                                	WriteByte (msg_type, 1);
                                	WriteByte (msg_type, PQC_TEAM_FRAGS);
                                	WriteByte (msg_type, 16 + tm);	// team
                                	WriteShortPQ (msg_type, tf);	// frags
                                	WriteString (msg_type, string_null);
                                };
                                Last edited by R00k; 07-16-2010, 12:43 AM.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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