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That works. What's your definition of a custom engine though? If you want a faithful look/feel, I would seriously consider running Proquake rather than winquake. It's pretty much the same thing, just with zillions of bug fixes, rcon support, gamedirs, etc...
What sucks about ProQuake is you can't cheat in it. Does anyone know how to run GLQuake on Windows 7? I'm using a 64-bit version of the home premium edition. When I try going into it the game stops working. When I use OpenGL in Quake 2 it works fine.
Turn on show hidden files - Tool (or Alt-T if you've no menus), Folder Options, View, Show hidden files, folders and drives. Then see have you an opengl32.dll in your Quake folder.
It's crap like this that makes standard GLQuake completely unsuitable for use on modern hardware and modern PCs. This isn't the only thing; there are 17 billion things wrong with GLQuake - see here for a start.
These aren't just minor or aesthetic problems, these are serious bugs that can cause the engine to crash, to terminally lock up your PC, to fail to run, to give only 1% of the performance it should, to leak memory, to give inverted colours, and all other kinds of rubbish. Nobody is going to give you a fix for any of these, irrespective of your OS or your personal preferences, that amounts to anything other than "well duh, use a different engine".
Preferring to use GLQuake over ProQuake (for MP) or FitzQuake/etc (for SP) is a quite nonsensical position to take nowadays, and indicates that you haven't actually even looked at the alternatives. You seem to be just making assumptions about replacement engines without even knowing what they have to offer. I'd suggest that you do otherwise.
Really? Because when GLQuake was working on my computer I never got any of these problems. And done what you said, there's still no opengl32.dll, could it be because I never used 3dfx when I installed Quake? And I have downloaded the engines before. And in that thread is said something about turning extension limit off, where can I turn this option off?
Really? Because when GLQuake was working on my computer I never got any of these problems.
Believe it or not, you did have problems such as sky and water polygons being bad; GLQuake has always had these. You also did have problems like the e1m1/e1m5 plats, cache mismatches, cracks between polys due to t-junction removal, gl_clear 1 turning your status bar area red, dead player bodies losing their colour, etc. These are well known GLQuake bugs that everybody has acknowledged since the late 90s, and anyone who claims not to have had them wasn't using GLQuake.
And done what you said, there's still no opengl32.dll, could it be because I never used 3dfx when I installed Quake? And I have downloaded the engines before. And in that thread is said something about turning extension limit off, where can I turn this option off?
If your video card has an option for trimming the extension limit you might be able to do it using your video card's control panel but not all cards have this option. If yours doesn't, then you can't do it and the only option for you is a replacement engine.
Look to here for a minimally fixed GLQuake that does work on Windows 7 64 bit and that doesn't suffer from most of these problems (including the extension limit problem).
I�d like to help you.
Could you please post a screenshot from your engine
and show me the way you want to have DP look ?
Maybe we/I will find a solution for you.
Kind Regards,
Seven
Exactly the same as GLQuake with the viewsize cvar set to 100 (full HUD). Darkplaces does not display the weapon model at the same position GLQuake does in this case, and due to this the weapon doesn't move the same way when we look up or down.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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