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  • #61
    Originally posted by laontas View Post
    hello lighting hunter can you help me? I'm trying to play Quake 1 with Qrack 1.90 on Win 7 Ultimate but I get the "could not load gfx.wad" message. What can I do?
    What R00k said. You must have the contents extracted to the wrong locations somehow. Out of curiosity, why single me out? I don't mind answering questions when I can, but R00k IS the creator of Qrack.

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    • #62
      Hey R00k, I use some gib models from Ruohis that are in Md3 format (the only md3 models I really use in Quake). Is there a reason why they lag the game so much? The fps drops by about 25-30 with gibs from only 4-5 monsters on the screen. I have no idea how many polys are in the gibs created by Ruohis, but it seems silly that it lags the game THAT much! I've tried turning off gl_vertexlights and r_celshading, but it doesn't help. When I use the old mdl gibs, the game doesn't lag at all. Of course, those old gibs look terrible.

      By the way, this version of Qrack seems to be the most stable so far!

      Comment


      • #63
        Well to be honest the md3 pathway renders in intermediate mode. No vertex arrays, no shader support, nothing but a basic method to have it working.
        I never really got a lot of requests for md3 stuff so I figured it was not used very much. Adding vertex arrays would be very easy, and will give a performance boost. I'll work on this later tonight, after I fix the Extended Builtin Function System
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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        • #64
          Awesome, looking forward to it.

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          • #65
            build 3095

            Here's another small update I'll post now before I start revamping things.

            DOWNLOAD>>> http://www.quakeone.com/qrack/dist/qrack201beta.zip <<<


            Added: r_outline for .md3 models.
            Added: writealiases {filename}.cfg : writes all alias commands to filename.cfg. The ".cfg" extension is forced.

            Added: cl_autofocus {0|1} returns back to Qrack when a match starts, if the user ALT-TABs out.

            Added: show_healthbar {0|1}, displays a graphical bar on screan of local client's health
            show_healthbar_x {#}, horizontal position of healthbar. Default 0 is the center of the screen, negative moves left, positive moves right.
            show_healthbar_y {#}, vertical position of the healthbar. Default is 0 center. Positive moves down, negative moves up.

            Added: show_armorbar {0|1}, displays graphical bar of local client's armorvalue. Color is indeicated by type of armor. (R,Y,G)
            show_armorbar_x {#}, horizontal position
            show_armorbar_y {#}, vertical position

            Added: show_ammobar {0|1}, displays a graphical bar of the ammount of ammo of local client's weapon in hand.
            show_ammobar_x {#}, horizontal position.
            show_ammobar_y {#}, vertical position.

            Fixed: Bug when using ctrl and pageup keys. If you held down the pageup key it would keep scrolling back past the beginning of the console buffer.

            Fixed: Sometimes keys didn't repeat in the console.

            Fixed: Tweaked the position of the muzzleflash particle, works now with cl_gun_offset and v_viewheight.

            Added: gl_part_muzzleflash {0|1} toggles the particle for muzzleflash when shooting. (4 years later)

            Added: Support for mods that require 64k globals, via code from Spike of FTE.

            Added: MEM command to show amount of HEAP memory used.

            Added: EndFrameQC support.

            Added: SV_PlayerPhysicsQC support, to override engine player physics for QuakeC.

            Added: changed r_lightmode command to gl_overbright.
            Also changed the logo on the quit screen, and added a new texture for the backpack sprite (r_simpleitems)
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #66
              mouse feels very different comparing 1.90 to 201beta when dinput is inactive

              i cannot seem to get used to it, can you change it back ?

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              • #67
                I've set the mouse back further to mimic the 1.85 build. Seems there was an issue where in 1.90 mouse acceleration was taking priority. Default now is zero acceleration. You may wish to try m_smooth 1, which uses software acceleration with m_directinput 1. That' really the only difference. Also i forgot to mention i added a new cvar "m_noforcemparms" so that you dont need to add it to the commandline.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #68
                  R00k, everyone knows you deserve a medal for your work in Qrack (and CAx, CTF, ad infinitem ...)

                  I think your r_simpleitems has given me a killer idea. Maybe I'll have something to show for this within a week.
                  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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                  • #69
                    If I think I know what you are thinking, then I need to start making some new "images"...
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #70
                      The FPS issue does not exist in Build 3095!

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                      • #71
                        Originally posted by ungod View Post
                        mouse feels very different comparing 1.90 to 201beta when dinput is inactive

                        i cannot seem to get used to it, can you change it back ?
                        also try using vid_vsync 0, as setting it to 1 causes mouse lag.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #72
                          cell shade 2


                          cell shade 0

                          Comment


                          • #73
                            Originally posted by R00k View Post
                            also try using vid_vsync 0, as setting it to 1 causes mouse lag.
                            Actually, there is a better method - for those of you who hate turning off v sync due to the tearing effect. Go into your video card settings, and Force OpenGL Tripple-Buffer with Quake. This should eliminate the mouse lag due to v sync. I've bee playing this way for years. No tearing, and no mouse lag.

                            Also, don't forget to turn on Anisotropic filtering! It makes Quake look 10x better.

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                            • #74
                              Ill try that tripplebuffer trick...

                              Naus, I see your celshading isnt working weird since you have a newer gfx card...
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                              • #75
                                CelShading works on this end!

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