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And they don't want to use hand holding the chainsaw. Ow ow ow.
That might explain the Cauterizer...
16:03:04 <gb> when I put in a sng, I think I might need nails
16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve
I have no problems with the gravity, or running around, or doing anything. The lighting looks a little garish, but that's more an aesthetical problem. There is a problem with the bots' model not showing up (but from the sounds and everything, the bot works and the corpses do show up). This might be due to a NQ/QW compatibility problem; it didn't happen last time I tested though, I'm pretty sure. FTE is a *slightly* experimental engine.
We'll have to investigate the bot visibility problem.
I think you can set a couple cvars in FTE to emulate Netquake behaviour; those are
I don't know why you have weird gravity, I'm sorry. You should ask Spike in #fte on irc.quakenet.org after trying the latest nightly build of FTE and seeing if the problem persists.
I can play singleplayer, except spawntraps don't work... sigh. This seems to be a new bug. Needless to say, that works in all other engines I tested.
Yep - I'm still working on newthon and e3m4RQ. The rest of the team is working on lots of stuff, Supa doing code fixes, Urre and Gb testing out mapobjects and lots of stuff I don't know about going on, - RickyT23 just posted an interesting screenshot over on func.
with a few cvars it will sssssorta work in ftequake but it's no biggie. I do, however, have a modest suggestion (maybe not so modest, i don't know how hard it would be to code) could you incorporate a jumping anim for the player models? Nothing too elaborate, even just having a single frame of the player posed in mid-jump would be enough I think.
It's been a tiny, but visually bothersome thing to me about q1 since i first played multiplayer.
make a new folder inside your Quake folder, for example "rqtest", and extract the zipfile into that. Then start your engine using "-game rqtest -sndspeed 44100 -heapsize 128000" on the command line.
make a new folder inside your Quake folder, for example "rqtest", and extract the zipfile into that. Then start your engine using "-game rqtest -sndspeed 44100 -heapsize 128000" on the command line.
I suggest playing in Darkplaces.
Never mind, got it. I had it right, but I used Qrack 1.90 as a Modification Starter.
Nice, but Quake was nothing like that back in its Development Stages. Did you play any of the Pre-Releases of Quake? Anyway, 5/5.
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