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Qrack 2.01 beta public release

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  • I've noticed that if the textures/wad is in the pak1 it works, if i move it to /qrack/ it doesnt.

    This is part of the code that searches for the tga,png,jpg in one folder before going to the next pak, instead of rolling through the filesystem for each extension.

    If it finds it in a PAK file it works. if its just in a folder it crashes....

    Okay, this should fix that...

    same link just overwrote the file: http://www.quakeone.com/qrack/dist/glQrack.exe
    Last edited by R00k; 05-25-2011, 02:06 AM.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • Ah, cool - that fixed the crash. The mouse seems different in this build vs. build 3301 (and 190). The mouse seems a lot slower. Did you change something? I had to increase the sensitivity from 6.4 to about 11. I wonder if Qrack is taking advantage of the 1000Hz polling rate for my gaming mouse? The test feature that used to be available is gone that checked that, isn't it?
      Edit#2: I figured it out. For some reason, m_smooth was disabled.

      As far as I can tell, the loading order for images seems to be fixed! Thanks for doing that, R00k. I can now have different images in each \game folder.

      Edit: I guess you haven't yet fixed gl_vertexlights to work with r_celshading eh?
      Last edited by Lightning_Hunter; 05-25-2011, 08:52 AM.

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      • Right, I was trying to get crippling bugs stepped on first.
        Some players over the last couple years have mentioned the mouse in 1.90++ seemed a bit weird, so I've worked that to the ground. M_Smooth is off by default.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • The latest release fixes the crash bug, but the rocket lightning that follows the rocket is no longer smooth. Instead of a fast, smooth flash that follows the rocket, it appears as though there are multiple flashes that occurs in parallel with the rocket.

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          • Yeah, something does seem different. Instead of a smooth blend, it appears to be a fullbright circle around the rocket. Is there even a cvar for this?

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            • Hmm I did move the rocket trail code out of cl_RelinkEntities, into cl_parse... to save overdrawing them, maybe I should just put it back and leave it alone
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • Hmmm, since the last build, I keep getting the following error on the top of the screen when I move the mouse:

                "DirectInput overflow, increasing skipped because of
                m_di_bufsize."

                How do I fix this?

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                • set m_di_bufsize to something higher than 16... if your dpi is 1000 try something like 32, 64, 128, or 256 until it goes away...
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • Hi, Rook, have you had a chance to fix the rocket trail code yet?

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                    • Cant remember the bug atm, (4:39am zzz) but heres a new update...
                      http://quakeone.com/qrack/dist/qrack_2011_3383.zip
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • Thanks for releasing the new bulid, Rook. It looks good so far!

                        After reading some of the threads about DarkPlaces effects, I've been very interested in checking if it's compatible with Qrack. Are any of the following items compatible with Qrack:
                        - effectinfo.txt
                        - Pretty DP Water Pack
                        - Inkub0-romi-rtlights
                        - DP New Teleport and Lava
                        - shader-animated-b_boxes
                        - Exploding barrels with Shader

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                        • Hey R00k, I went as high as m_di_bufsize "4096", and I still get the error. My DPI is set to 2000 on my gaming mouse (and has been set to that for years). I don't have problems in any other version of Qrack. How can this be fixed?

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                          • Try setting m_di_buffered 0
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • Originally posted by R00k View Post
                              Try setting m_di_buffered 0
                              Still get the same error.

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                              • Hello hackers and bots,

                                Curious if anyone else has noticed this in Qrack, and has found a solution that still uses simpleitems. It seems the 'simple' sprites for the normal health boxes and for the mega health are translucent and are essentially invisible in dark corners except for their black outline (see below).

                                So, is it possible to, say, mix in a regular Quake model (i.e., megahealth) with all the other simpleitem sprites?

                                (These simpleitems can save a decent chunk of FPS so it's nice to turn them on for match mode.)

                                What would need to be done... Somehow loading an mdl file and saving as png? 0r/

                                Tele room on DM6 - first shot taken with r_simpleitems 1, second shot has it back to 0:




                                Damn that o.g. mega is a sexy little bitch.

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