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  • #76
    Thanks for fixing the invisible Grunt bug.

    What does r_showbboxes do, btw?

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    • #77
      in developer 1 single player u can use to show bounding boxes of entities
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #78
        Thank you LH!


        PLAY QUAKE DODGEBALL!

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

        Trickle's VWeps

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        • #79
          r00k, is it possible to get a list of the variables/settings that are affected by the "Classic" and "High Quality" selections in the Graphics options.

          Thanks.

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          • #80
            How do you guys get Qrack to work on a laptop with an onboard graphics card? I don't have DirectX 11, but I downloaded DX 9 off torrent (microsoft download links are down for me for some reason).

            The only way I can load up quake right now is through DirectQ from MH.. he made it user friendly for laptop people..

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            • #81
              Hey R00k, is there a way to decrease the flash intensity when picking up items? For some reason I feel like the pickup flash is blinding in build 3864. I don't remember it being that bright before.

              Also, I noticed that CD tracks are no longer looping. I was just now playing on E1M1, and the music just stopped playing once it completed one time. It's supposed to restart and keep playing.

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              • #82
                hmm i normlly leave gl_polyblend 0 but when i enable this i still dont see bonus flashes or opaque water...

                ok had about 4 settings to get that working,
                try gl_cshiftpercent default is 100 but try 75 or 50 if u want it less noticable
                Last edited by R00k; 10-31-2012, 01:33 AM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #83
                  Originally posted by R00k View Post
                  hmm i normlly leave gl_polyblend 0 but when i enable this i still dont see bonus flashes or opaque water...

                  ok had about 4 settings to get that working,
                  try gl_cshiftpercent default is 100 but try 75 or 50 if u want it less noticable
                  Awesome, that works. Thanks! About the CD Music, I did some research, and it appears that Windows 7 has a bug in the MCI API that causes CD music in older games to stop playing after one time (tracks no longer repeat like they are supposed to). R00k, is there any way to force the CD music to repeat through Qrack?

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                  • #84
                    I found a small bug in E4M7 (build 3864). If you look up at the very start of the map, you can see the Shambler through the skybox. It wasn't like this in previous builds.

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                    • #85
                      I probably inadvertantly flipped a state somewhere, thanks for the heads up... just verified still looks like its there in this build im using. Ill fix it tonight into tomorrow.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #86
                        I should try this qrack.

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                        • #87
                          THE NAME QRACK CAME FROM 15 YEARS PLAying same game.
                          its just a focal gravity. with a bit of slang...
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #88
                            Another bug in E4M7. The spawning zombies in the first room (with the water pools) don't fall like they are supposed to. They are stuck to the ceiling.

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                            • #89
                              hmmm weird.... I just tried JoeQuake, and DirectQ, AND PROQUAKE 4.9 and the zombies spawn on the ceiling. DarkPlaces doesnt to it. WTF?

                              EDIT:
                              Ok, loading up the map, in developer mode, i notice that the bounding box for the zombies are touching the ceiling. This is a clipping bug.
                              When the zombies spawn, via info_teleport_destination they touch the world(ceiling) and their FL_ONGROUND flag gets tripped.
                              I tested this by actually editing the map and lowered the spawn points for the zombies by 5 units and they spawn just fine, they fall in the water.

                              So now I just need to track down that clipping bug...

                              This also reminds me of the bug on dm5 when u go for pent, and jump up from the water and hit ur head on the ceiling u get stuck for a second...

                              EDIT again:

                              ok it seems like this is a QC bug...
                              Code:
                              void() info_teleport_destination =
                              {
                              	self.mangle = self.angles;
                              	self.angles = '0 0 0';
                              	self.model = "";
                              	self.origin = self.origin + '0 0 27';
                              	
                              	if (!self.targetname)
                              		objerror ("no targetname");
                              };
                              that + '0 0 27' seems like a hack. if i set that to + '0 0 1' the zombies fall like they are supposed to.
                              But then on DM3 if i go thru the Yellow Armor teleport i spawn in the floor of the teleport destination.

                              So either e4m7 was made before there was the + '0 0 27' or DM3 is broke and they hacked that to fix it.
                              I cant see any other places where an info_teleport_destination is so close to the ceiling.

                              Every quake client except Darkplaces has this bug.
                              One fix would be to lower those specific info_* down a bit so the zombies dont hit there head.
                              Last edited by R00k; 11-06-2012, 04:22 AM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                              • #90
                                Originally posted by R00k View Post
                                One fix would be to lower those specific info_* down a bit so the zombies dont hit there head.
                                Interesting. I think I'll just modify the map on my end to fix it.

                                I also noticed today that the end text in Quake (the story) fades out before even printing 4 words.

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