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  • skins crashes old qwcl

    well my current computer has the speed of a potato running anything that needs hardware acceleration for graphics. Most of the time when I want some multiplayer in quake, i use qwcl because it uses software renderer, which runs faster here, and also because the protocol has some movement prediction. same when it comes to netquake, i use winquake itself.

    problem is, some servers seems to enforce usage of model skins that crashes qwcl (skin is taller than 200 units or something like that). noskins console command doesn't seem to be doing its job or maybe im just doing it wrong.

    so yeah, is there a way to prevent said crashes? im trying the "dont bother the admin" approach for now. im not seeking for GUI features, i can live with an almost featureless client, as long as it is fast and doesn't have the mouse borked (while i prefer a solution for the issue above, im also open to existing alternatives).

    Also sorry for bringing this up to a netquake forum. quakeworld.nu seems to be down and it was the only quakeworld related forum i knew of.

  • #2
    if you want multiplayer Q1, just snag a netquake client.

    if you *have* to have a software rendering client, try this ; Engoo - The Worst Quake Engine In Existence
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      If you need a software Quake engine on the Windows platform you could use Engoo, Super8 or my old time favorite software engine makaqu!

      I'm a little biased toward Super8 because its forked from Makaqu by a man with my first name who goes by the handle qbism. Engoo is fine too, but Super8 feels like Makaqu and Makaqu always felt great to play in software. Also in a world where if weapons aren't centered then there placed on the right side which is strange when you're accustomed to shooting real life rifles and guns as a left handed individual. So being able to shift the default quake weapons to the left was great.
      Last edited by xaGe; 12-20-2014, 10:04 PM.

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      • #4
        noskins only applies to player skins.

        I'd suggest trying fodquake, but iiuc its software renderer only works in linux
        I assume you've tried zquake and fuhquake's software renderers?

        if all else fails, you could always grab the source, figure out whatever limit it is that you're hitting, increase it, and compile your own version.
        iirc look up MAX_LBM_HEIGHT or something.
        this can take quite a lot of time...
        and often such mods will expect a little more from you in the first place.
        also, vanilla qwcl is horribly buggy and easy to exploit remotely - often without intending to do so...
        Some Game Thing

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        • #5
          MAX_LBM_HEIGHT for most software renders is 200 for qw. I assume this was for memory/framerate reasons? But I second Spike's recommendation of fodquake.

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          • #6
            thanks, engoo has amazing effects and super8 has a slightly faster renderer, liked both. couldn't measure makaqu though.

            im going to give a try at compilling some quakeworld engine then, but i need a list of #defines so i can raise those values myself.

            so far i only have this info in my hands Engine Limits - Quake Wiki

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