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  • Originally posted by inkub0 View Post
    why people prefer Qrack to darkplaces?
    well..

    - it's optimized for multiplayer

    - it is easier to configure

    - it has corresponding 24-bit skins to any pants or shirt color you choose..this is the only Quake engine I can think of that has this and thats definitely a key feature

    - it has amazing looking particles and decals

    - gl_shiny anyone?

    - footsteps in singleplayer to enhance the experience along with experimental cvars

    - custom cfgs for individual maps or assigning skyboxes to specific maps


    best of all..you don't need a powerful PC to play it..it still looks fantastic and runs very well on an older computer


    I suggest you look through the additions this engine has, such as the amazing sky scroll..there is so much more I didn't list.




    I'm surprised you even asked that question..


    PLAY QUAKE DODGEBALL!

    http://www.moddb.com/mods/quake-dodgeball

    Trickle's VWeps

    Comment


    • Great Work
      cl_bob works right now
      Aim seems much better now that mouse is smooth again.
      MD3 skins work now
      I did observe the +forward bug after level change though.
      very nice
      WARNING
      May be too intense for some viewers.
      Stress Relief Device
      ....BANG HEAD HERE....
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      Comment


      • Originally posted by inkub0 View Post
        why people prefer Qrack to darkplaces?
        DarkPlaces it quite nice, though in some cases can seem an overkill for many oldschool players. The majority of netQuake multiplayers are using ProQuake. They have been running the same config for >8 years. Just trying to polish Quake1 up to the Q3 look makes some groan. Trying to further convince multiplayer diehards to use DP with existing mods is overkill. Though, Darkplaces has, better netcode, can be simplified in eyecandy, can use multiple models, etc. etc. old players stick to what they feel works. Qrack is just a middle ground.
        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

        Comment


        • got the +forward bug after the server crashed.
          After a round is won in CA it feels very clunky resetting the map.
          Somehow subtly different.
          WARNING
          May be too intense for some viewers.
          Stress Relief Device
          ....BANG HEAD HERE....
          ---------------------------
          .
          .
          .
          .
          .--------------------------

          Comment


          • I dont get the +forward bug on my end, after walking through slipgates. But I will try to double clear key states just to make sure. Presently im having a bug in singleplayer that i'm still trying to track down wtf I changed.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • its not much of a bug .double tapping forward clears it up.
              WARNING
              May be too intense for some viewers.
              Stress Relief Device
              ....BANG HEAD HERE....
              ---------------------------
              .
              .
              .
              .
              .--------------------------

              Comment


              • how come I ping 25 with qrack and 40 with proquake? heh
                Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

                Comment


                • Depends a little on the fps. Are you getting the same fps in both?
                  I use vid_vsync 0 and cl_maxfps 504 gives me about 38-45 ms on zero.quakeone.com, but if I use vid_vsync 1 it locks at my monitor's native 75hz and only gives me 50-55ms.
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • Hey R00k, question for you. Aren't external files in \game folders always supposed to take priority over any files contained in a .PAK file located in \Qrack? Here is how I have this setup:

                    Quake\Qrack\Pak0.pak ->> GFX\mainmenu.tga

                    And in the mission pack folder, I have this:

                    Quake\Hipnotic\gfx\mainmenu.png

                    I know that TGA files take priority over PNG, but shouldn't the external mainmenu.PNG file take priority since it's in a \game folder? When I load Hipnotic, I see the mainmenu from the Pak0.pak located in the Qrack folder... I'm using build 3201 found in your Qrack file folder.

                    Comment


                    • you'll find that a common issue in most engines.
                      example order of priority:
                      gamedir/foo.tga
                      id1/foo.tga
                      gamedir/foo.png
                      id1/foo.png

                      kinda sucks, but the fs code scans all paths and is usually called per extension, rather than by extensions then paths.
                      it sucks, yup, but its easy to code.
                      Some Game Thing

                      Comment


                      • ~~~
                        Edit:
                        Okay ill fix it
                        Last edited by R00k; 01-02-2011, 01:06 AM.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • R00k, I'm trying to send you some goodies in PM, but your inbox is full.

                          Comment


                          • SMALL UPDATE

                            www.quakeone.com/qrack/dist/qrack2011_3299.zip

                            minor bug fixes ...
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                            Comment


                            • I'm liking these builds more and more; they have been very stable. The only thing that was still better in 1.90 was the higher entity limits (which prevented packet overflows). When I'm gibbing a group of zombies or shooting a lot of nails, I easily get packet overflows in the new builds.

                              Comment


                              • Ok, I reverted back to the standard, in preparation for an enhanced protocol, with extended limits. This also keeps demos compatible as well.
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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