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Qrack 2.01 beta public release

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  • does this occur just when setting gamedir in console or even using -hipnotic ?
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • Happens when using glQrack.exe -hipnotic.

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      • can i override the menu graphics, conback, etc. that are included in the pak0.pak? Or do I have to unpack the pak, and then replace what I want, e.g. conback.png?

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        • Originally posted by PapaSmurf View Post
          can i override the menu graphics, conback, etc. that are included in the pak0.pak? Or do I have to unpack the pak, and then replace what I want, e.g. conback.png?
          You can override it, as long as you aren't using a -game folder. If you place it in Qrack/gfx, it should work. It just won't work in any other folder right now. I believe R00k is working on this.

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          • I put conback.png in the Quake/qrack/gfx folder, but it still uses the conback.png in the quake/qrack/pak0.pak file.

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            • Content in PAK files overrides content in the filesystem by default. You'll need to build a new PAK file (pak1?) in your qrack folder containing the replacements.
              IT LIVES! http://directq.blogspot.com/

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              • Originally posted by MH View Post
                Content in PAK files overrides content in the filesystem by default. You'll need to build a new PAK file (pak1?) in your qrack folder containing the replacements.
                This is only correct if the file types are the same. Everything else depends on the file format. PNG will always take priority over .JPG, and .TGA will take priority over both - no matter what the location is. Even if the .JPG file is located in pak0.pak in /Qrack, an external .PNG or .TGA file will overwrite it. At the moment, it seems that the format of the file means everything in Qrack. In my opinion, the file format shouldn't matter at all. The location is the important part.

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                • If you move the conback image into the pak0 file it take precedence. This is just the nature of the Quake FS.
                  This might also be the same situation for HUD images as well.
                  Last edited by R00k; 04-24-2011, 09:27 PM.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • Quick Dirty Solution: Change the /gfx/conback.tga in Qrack/pak0 to a .jpg file.
                    Last edited by R00k; 05-07-2011, 10:34 AM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • Originally posted by R00k View Post
                      Quick Dirty Solution: Change the /gfx/conback.tga in Qrack/pak0 to a .jpg file.
                      Yes, this does fix it. However, check my PM. This problem applies to more than just conbacks. It seems to appy to all 24-bit images! This means I would have to convert EVERYTHING in my Qrack\textures folder to .jpg format in order to have it all working correctly...

                      I wish file extensions were not even a factor for determining the priority! The location should be all that matters.

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                      • I think I've found another bug with build 3347. Gl_vertexlights "1" appears to not be working alongside r_celshading "2". As soon as you turn on celshading, vertexlights stops working completely!

                        So far, this is a list of bugs I've found in 3347, although you might have fixed some already:

                        -Issues with loading priority of 24-bit textures.

                        -Any map that uses Track 11 on the CD will not be able to resume the track after pausing. This includes E1M5!

                        -Sometimes when starting a map, the forward key will be stuck.

                        -Impulse 10 and 12 are reversed (mouse wheel up now goes to previous weapon, and mouse wheel down goes to next weapon).

                        -Crosshair has to be set to .999 transparency to show up in game.

                        -GL_vertexlights "1" no longer works in conjunction with r_celshading "2".

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                        • One that Lightning_Hunter discovered - MD3 g_model replacements for Mission Pack 1 do not rotate. I think this would carry over to any other mods too that have new g_models that'd you "modernize" with md3's.

                          In Mission Pack 1 - the new gun icons are always visible once you have the gun.

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                          • Originally posted by Lightning_Hunter View Post
                            I think I've found another bug with build 3347. Gl_vertexlights "1" appears to not be working alongside r_celshading "2". As soon as you turn on celshading, vertexlights stops working completely!

                            So far, this is a list of bugs I've found in 3347, although you might have fixed some already:

                            1 -Issues with loading priority of 24-bit textures.

                            2 -Any map that uses Track 11 on the CD will not be able to resume the track after pausing. This includes E1M5!

                            3 -Sometimes when starting a map, the forward key will be stuck.

                            4 -Impulse 10 and 12 are reversed (mouse wheel up now goes to previous weapon, and mouse wheel down goes to next weapon).

                            5 -Crosshair has to be set to .999 transparency to show up in game.

                            6 -GL_vertexlights "1" no longer works in conjunction with r_celshading "2".
                            1.> Almost working, small bug when changing to a new map
                            2.> TRACKing this down.. I'm not sure I can reproduce this bug.
                            CD PLAY 11.(12 or 13)
                            CD PAUSE...
                            CD RESUME. works for me. (Even PAUSE-ing the game too)
                            3.> fixed (?)
                            4.> fixed
                            5.> fixed
                            6.> I moved cel-shading down a few passes. Below the vertex-lighting pass. Figured it wasnt used much so took it out of the main pass to clean up some multitexture code. I can split the code with a cvar to revert this back.
                            Last edited by R00k; 05-15-2011, 11:58 PM.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • 2.> TRACKing this down.. I'm not sure I can reproduce this bug.
                              What CD are you using to test this? I'm using the official Quake106 CD. If I load e1m5, then pause the game, the track will not resume. Hmmm...


                              6.> I moved cel-shading down a few passes. Below the vertex-lighting pass. Figured it wasnt used much so took it out of the main pass to clean up some multitexture code. I can split the code with a cvar to revert this back.
                              I would like if it had an option to be the way it was. It was truly a beautiful combo to have vertexlights and celshading at the same time.

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                              • The cd I'm testing on is just a copy of the quake1 music. But it can be any music cd. I dont have a QuakeCD to test on...
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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