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Qrack 2.01 beta public release

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  • Cool, can't wait to see the results.

    This actually brings up the topic for one of the last remaining features I would like in Qrack, and that is support for some of the newer, larger maps that require limit removing ports. An example is Warpspasm. Is it at all possible to borrow code from other ports like Dark Places to obtain some of that support? It would be awesome to play some of these maps in Qrack!

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    • I'm having a problem that just recently showed up. When I try to start glqrack.exe I get the following:
      The ordinal 73 could not be located in the dynamic link library zlib1.dll
      I have both a zlib1.dll and a zlib.dll in my Quake folder.
      This just popped up suddenly and I have no clue what caused it??!!
      The only changes I've done was to add seven's small mod compilation and alternate audio, but I can't see how this would have anything to do with it?
      Any ideas or help is greatly appreciated as this is starting to really annoy me now. I use Qrack with Quake-injector, or I was.
      Thanks in advance

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      • Forgive me everyone. I simply replaced the dll file with one from a backup and it's working fine now. I should have not gotten so annoyed and bothered everyone.
        My bad and sorry.
        Jeff

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        • I think Darkplaces uses a newer dll or something like that. Wish that dll could be tossed into the /qrack folder...
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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          • Hey R00k, whenever I pause Quake, the CD music stops playing, and doesn't start back up when you unpause. I'm not sure how long this bug has been around, but it's very annoying! You have to save/load in order for the music to start again. I'm using build 3299 with Windows XP.
            Last edited by Lightning_Hunter; 03-15-2011, 09:23 PM.

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            • Works for me....
              I just put the cd in, played e1m1 typed pause in the console , music paused, type pause again, the music started. Double check your pause key bind??
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • Time to clean the laser in the CD with the CD cleaner cd?

                Originally posted by R00k View Post
                Works for me....
                I just put the cd in, played e1m1 typed pause in the console , music paused, type pause again, the music started. Double check your pause key bind??

                Comment


                • I did some further digging around, and found this bug to be linked to certain custom maps rather than Qrack. When I pause the game on any official map, the music will resume just fine. I first found it while playing the following singleplayer map, which also has problems in Glquake:
                  http://www.gamers.org/pub/idgames2/levels/m-o/mexx3.zip

                  This is the first time I've noticed this bug, so I assumed it was Qrack related. I guess I was wrong! I wonder what could possibly be contained in the .bsp file that prevents music from resuming after pausing? Is there any way Qrack can fix this issue externally?

                  Originally posted by Cobalt View Post
                  Time to clean the laser in the CD with the CD cleaner cd?
                  I actually haven't used my CD-ROM to play games in years. I burn them all to my hard disk right after purchase, and use a virtual CD-ROM to run them. It's a lot faster and more reliable than actually using the game CD.

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                  • OH! neat!
                    I'd suspect the bsp has music track numbers in the worldspawn, custom maps might not. Could be a fix in the future!
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • Uhh... I found a bug! Load up the map "end" in SP, and go through the first teleporter. You know the teleport.mdl entity that is right outside that teleporter? In the new builds, it jumps around instead of moving fluidly like it's supposed to.

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                      • Okay I tracked it down to sv_phys.c file. Have to double check what changes i made that effect that....
                        Last edited by R00k; 03-17-2011, 03:25 AM.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • Anyone else ever gotten stuck on an inclined or declined ramp while strafing and high on qrack? (In either single-player or online.)

                          If I'm cruising down e1m1's descending ramps in the slime room, for example, and using +foward - all good. But if I strafe down them, for instance, by turning the mouse left and using +moveright, sometimes (and I'm not hitting the railings), I'll get stuck - movement just stops. I can let go of my strafe key and hit it again, though, to get unstuck for a moment, but I will get stuck again. Wonder if it is just my crappy ps2 keyboard?

                          I've noticed this does happen online on DM3 sometimes, when walking up the inclined steps out of the RA room towards the rotunda.

                          Just me?

                          0r...

                          R00k, I think I have a rig like yours (except for gfx card) -- Windows 7 x64, Intel Core2 Duo @ 3.x ghz., USB 2.0 penis pump, etc.

                          Now using the latest qrack from the /dist/ folder as of last night.

                          But I have noticed this from time to time with the different 2.011 builds that I've used.

                          Thank you, sir.

                          Comment


                          • Originally posted by R00k View Post
                            Okay I tracked it down to sv_phys.c file. Have to double check what changes i made that effect that....
                            Bug in the rotation fixes; SV_Physics_Pusher is the place to go.
                            Code:
                            	if (movetime)
                            	{
                            		// hmmm - what solid does the end spiky ball use...?
                            		if (ent->v.solid == SOLID_BSP && (ent->v.avelocity[0] || ent->v.avelocity[1] || ent->v.avelocity[2]) && ent != sv_edicts)
                            			SV_PushRotate (ent, sv.frametime);
                            		else SV_PushMove (ent, movetime);
                            	}
                            Should do it.
                            IT LIVES! http://directq.blogspot.com/

                            Comment


                            • R00k, I found out more about the Audio CD not resuming upon pausing bug. I was completely wrong when I initially thought the map file had to do with it. In fact, the bug happens with track 11! Any map that uses Track 11 - including E1M5 - will have this bug. Load it up for yourself and see! Can this be fixed?

                              Also, it I've noticed a small bug in Qrack where the forward key is sometimes stuck upon loading a map. I've tried to replicate this by holding the up arrow before starting a map, but this doesn't work. I'm not sure what causes it. This bug can be annoying sometimes, because it's hard to get the player to stop running!

                              Comment


                              • Originally posted by Lightning_Hunter View Post
                                Also, it I've noticed a small bug in Qrack where the forward key is sometimes stuck upon loading a map. I've tried to replicate this by holding the up arrow before starting a map, but this doesn't work. I'm not sure what causes it. This bug can be annoying sometimes, because it's hard to get the player to stop running!
                                I'm almost certain that this is an old one inherited from GLQuake, but like yourself I've had on-and-off luck replicating it so haven't been able to precisely determine the circumstances that cause it.

                                What I do know is that GLQuake doesn't fully clear key states on a map change. The fix for that is actually in the Quake II source code (in Key_ClearStates), but in the absence of being able to reliably replicate it and therefore test it, I can't say if it's a comprehensive fix.
                                IT LIVES! http://directq.blogspot.com/

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