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Opinion: Best Quake 1 GL exe?

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  • #31
    ezQuake is the best!

    I agree, QRack is a great engine. Some people use it for the graphics, I use it because I can use the textures I've become accustomed to in QW. R00k you've really done a great job with qrack. You've added a lot of good things in the last few releases that has converted me full time to qrack. At this point I don't even like playing TDM anymore because I'd have to load up proquake.

    So yeah, great job.

    ...other than my particlefont being purple, and not enough explosion options...and qrack somehow eating more fps than ezquake...

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    • #32
      Originally posted by Spirit View Post
      Canadian*Sniper: Many hacks don't work with it because "bugs" are "fixed"
      Items fall out of maps sometimes etc.
      Also it uses QW physics per default for Singleplayer and that sucks.
      Please tell me a specific map suffering from items falling out so that I can test and analyze it.

      I just now removed sv_gameplayfix_qwplayerphysics, and added sv_gameplayfix_easierwaterjump (which was the only desirable part of the changes).

      The other effects of sv_gameplayfix_qwplayerphysics were actually extremely minor, and had no effect in singleplayer (due to the high framerate).

      For singleplayer the biggest changes are:
      sv_gameplayfix_blowupfallenzombies - I consider this just a nice feature.

      sv_gameplayfix_stepwhilejumping - makes jumping up stairs actually work, rather than randomly stopping you, and it means that running across the ribbed floor in e4m2 on the way to the exit is absolutely reliable, even at low framerates (where as in Quake at a low framerate you would often fall), but it also means that you can jump up some heights that the level designer didn't intend in a few maps (not many maps suffer this, most level designers use 64 unit tall ledges if they don't want you to be able to jump, and this feature won't get you above about 60 units, so only shorter obstacles can be jumped).

      sv_gameplayfix_grenadebouncedownslopes - as the name suggests this means you can't plant a grenade on a downhill slope (which may be convenient or inconvenient depending on situation), instead they behave realistically.

      sv_gameplayfix_droptofloorstartsolid - this prevents items from falling out of the level

      sv_gameplayfix_findradiusdistancetobox - this causes explosives to have a much larger effective radius, which is dubious in terms of compatibility, it was done for mods (particularly dpmod where grenade explosions can open secret doors).

      sv_gameplayfix_noairborncorpse - keeps scrags from floating if they died over your head and fell on you or a monster that is then killed or moves out of the way

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      • #33
        WHOA! Ever since I installed qrack 1.84 now Malice addon pak doesn't work?! glQrack.exe just crashes when it 1st starts to load... what could be going wrong?

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        • #34
          Originally posted by LordHavoc View Post
          For singleplayer the biggest changes are:
          sv_gameplayfix_blowupfallenzombies - I consider this just a nice feature.
          I wish you could blow up fallen zombies with quad-boomstick and not just explosive weapons.

          /Just pointing that out
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #35
            Originally posted by v12v12 View Post
            WHOA! Ever since I installed qrack 1.84 now Malice addon pak doesn't work?! glQrack.exe just crashes when it 1st starts to load... what could be going wrong?
            INCREASE -ZONE PARAMETER

            glqrack.exe -game malice -zone 1024 -no24bitWad
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #36
              Originally posted by R00k View Post
              INCREASE -ZONE PARAMETER

              glqrack.exe -game malice -zone 1024 -no24bitWad
              *cough* Qrack should default zone to 1024 */cough*
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #37
                Originally posted by R00k View Post
                INCREASE -ZONE PARAMETER

                glqrack.exe -game malice -zone 1024 -no24bitWad
                Okay, I will give it a try... so you think that lacking those param's is what's crashing glQrack (1.84)?

                (BTW I LOVE the skins/weapons enhancements of 1.84! and the settings names are now inline with the selector icon. Where as in 1.83 if I wanted toggle sound (etc.) I had to choose the option below it to control the intended option above) I hope this works/my saved games aren't borked, when going from 1.83 to 1.84... starting all over was fun though with the gfx improvements....
                Last edited by v12v12; 12-04-2007, 09:25 AM.

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                • #38
                  what is a zone in quake anywayz?

                  Comment


                  • #39
                    Originally posted by spooker View Post
                    what is a zone in quake anywayz?
                    It is used for storing aliases. Certain mods use a ton of them, like CRMOD and RuneQuake and apparently Malice.

                    I've had -zone 1024 in my command line for 5 years and made 1024 the default in PQ 3.80.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #40
                      Originally posted by Baker View Post
                      I wish you could blow up fallen zombies with quad-boomstick and not just explosive weapons.
                      You can in Quake.

                      Comment


                      • #41
                        Originally posted by spooker View Post
                        what is a zone in quake anywayz?
                        The Zone was a custom memory manager in Quake used for text strings and other very small memory allocations.

                        The -zone parameter (which defaults to 48KB in Quake) has to be increased for large configs (aliases, binds) and large maps (lots of monsters, triggers, etc).

                        And while on the subject, the -heapsize parameter (which defaults to 8192KB in DOS Quake, 16384KB in WinQuake/GLQuake) affects how big a map you can load, as well as how big a progs.dat (QuakeC mod) you can load, and if it's set too low you get bad performance on mods with a lot of large models and sounds (because they keep getting unloaded and reloaded constantly then, due to lack of heap memory).

                        The -zone setting takes up space in the heap, so you may want to increase -heapsize by about 1000 as well when using -zone 1024.

                        DarkPlaces got rid of both the heap and the zone systems, so it does not have any such settings to worry about.



                        Worth noting (for any engine coders reading this) that getting rid of the zone code is easy, I think it only involves something like this in zone.h:
                        #define Z_Malloc malloc
                        #define Z_Free free
                        and then deleting the relevant Z_* functions in zone.c and zone.h.

                        Getting rid of the Hunk code (-heapsize) is much harder however, mainly because of model/sound loaders copying sections of the Hunk memory into Cache memory, it took a substantial rewrite in DarkPlaces to accomplish this.

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                        • #42
                          Originally posted by Baker View Post
                          It is used for storing aliases. Certain mods use a ton of them, like CRMOD and RuneQuake and apparently Malice.

                          I've had -zone 1024 in my command line for 5 years and made 1024 the default in PQ 3.80.
                          glQrack.exe has encountered a problem and needs to close. We are sorry for the inconvenience.

                          ARGGGGH! Happens everytime I load glQrack "-game malice" now?! I tried that -zone param and it doesn't solve the problem... I don't want to go back to 1.83 :-( Help me please... thanks!

                          BTW- setgamma works though :-( heh.

                          Comment


                          • #43
                            Originally posted by v12v12 View Post
                            glQrack.exe has encountered a problem and needs to close. We are sorry for the inconvenience.
                            That's not running out of -zone or -heapsize, that's a bug in glQrack itself, get the engine coder to debug it.

                            Comment


                            • #44
                              Originally posted by LordHavoc View Post
                              That's not running out of -zone or -heapsize, that's a bug in glQrack itself, get the engine coder to debug it.
                              Huh? Sorry I don't have a clue about what to do with the engine-coder and debugger etc... shouldn't it just "work," after replacing 1.83? What a set back :-(

                              What did everyone else do when they upgraded 1.83 ---> 1.84? I just replaced the files that came with the package...

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                              • #45
                                proquake is hands down the best... its all I'll use atleast.

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