Wiimotes On Your Pc Soon?
#11268 posted by bear on 2006/12/01 05:33:10
Seems it might not be that hard to develop drivers that will make it possible to use wiimotes with PC:s!
http://www.wiili.org/Wiimote
http://www.youtube.com/watch?v=9iBaKsh5z_o
New QuArK Beta Release
#11269 posted by Spirit on 2006/12/01 07:20:58
not really newsworthy. ;)
OpenGL views should finally work properly, that is damn nice. And the model editor hasbeen improved, sweet.
#11270 posted by Trinca on 2006/12/01 08:28:27
Spirit_ it suck... gave me lots of problems in my curent map... had to reinstall old version...
Yeah
#11271 posted by Spirit on 2006/12/01 09:06:41
I had to install Python. And the OpenGL views are slow as hell. The old single OpenGL window is much better.
I wish they would speed up the 2D rendering.
Nitin:
#11272 posted by golden_boy on 2006/12/01 10:39:26
permission problem? have an error message?
What OS?
Golden_boy
#11273 posted by nitin on 2006/12/01 16:35:04
none of that.
When I mount an image of the quake cd and then launch quake, it looks for the cd upon startup and determines that one isnt there.
using xp with servicepack 1.
Almost as if quake only looks for ide cd drives and therefore doesnt pick up the emulated scsi ones.
It's just a little annoying because if I wat music, I ahve to put up with stuttering sound. Happens in no other game, q2 with cd music is fine as is half life with cd music.
Nitin
#11274 posted by golden_boy on 2006/12/01 18:06:00
tried burning a new cd? helps sometimes. I assume your image has a drive letter like F: or something. Does it show up alongside the other drives in "My computer" or whatever that's called in xp? Because Quake likely just asks the OS "what is the drive letter of the CD drive," if at all, so the OS needs to know. On the other hand, Quake is pretty old, so perhaps it just expects D: as the CD drive...
Sorry that probably doesn't help you. But experience says that it's often the trivial things that go wrong.
Golden_boy
#11275 posted by nitin on 2006/12/01 20:12:26
yes it shows up in My computer as F drive.
good thought on a new cd, I'll give that a go although the original is playing fine, just not in game.
Nitin
#11276 posted by golden_boy on 2006/12/02 09:02:34
Quake really might expect D: as the CD drive. I remember Starcraft only accepting an iso when the drive letter was D. :-/ old games.
Perhaps
#11277 posted by R.P.G. on 2006/12/02 13:24:51
Maybe Quake elects the drive from which it was installed to be the CD drive? I've looked through the cfg and rc files but I don't see anything to set it.
Well
#11278 posted by golden_boy on 2006/12/02 14:18:56
If that was the case, it would have to store that information outside the binary, i.e. in some non-temporary file. Take your pick. I'm sorry I... um... donthaveaquakecdatm so I can't test. :-)
Here's The Scoop...
#11279 posted by metlslime on 2006/12/03 00:48:42
I looked at the source code and and did some google searching and found out the following:
1. winquake/glquakee/etc. use MCI to access and play the cd drive. MCI is an old, deprecated interface from windows 3.1 and 95 era.
2. the code is written on the assumption that there is only one cd drive. The command to open the device refers to it merely as "cdaudio".
There are two ideas I have for getting your music to play:
1. reorder the drive lettering so that the drive with the quake music on it gets magically chosen by MCI. Maybe it picks the one with the lowest drive letter, or the highest, who knows.
2. do something magical with system.ini to make the device "cdaudio" point to a different driver or something. I don't have any idea how this would work exactly :)
(Hypothetically, this could be fixed by adding proper multi-cd-drive support to quake, and adding an option to choose a drive letter at the command line or with a cvar.)
Thanks Metl
#11280 posted by nitin on 2006/12/03 01:17:52
will look into that.
"(Hypothetically, this could be fixed by adding proper multi-cd-drive support to quake, and adding an option to choose a drive letter at the command line or with a cvar.)"
Can I please talk you into putting that into fitz till you incoporate mp3/ogg music?
Cdaudio With Emulated Drive
#11281 posted by Spirit on 2006/12/03 02:15:32
My physical drive is X:
I have a drive with Daemon Tools as E:, mounted a naudio cd image.
Works like a charm. :)
I'll create a image of the Travail soundtrack and upload it. ;)
Don't forget to set the slider for the CD volume to non-zero. Duh!
Nitin:
#11282 posted by metlslime on 2006/12/03 02:50:05
you could; I haven't really done any fitzquake development in the last year becuase of the hard drive crash I had. The lost work was actually fairly minor (maybe a few weeks worth) but more importantly, I lost my huge TODO file that had all the things to do and notes on how to do them.
Plus work, girlfriend, usual excuses :P
Spirit
#11283 posted by nitin on 2006/12/03 02:56:45
I'll try that, curently my emulated drive is F.
Some Luck But Still Have The Pesky Sound Problems
#11284 posted by nitin on 2006/12/03 03:19:24
ok, i renamed my physical cd drives to x,y,z. I then mounted the quake cd image to f drive and voila, quake picks it up and plays the music.
However, I still get the same distortion and choppy sound effects (music sounds distortion free though) that I do when I just insert the original cd in a physical drive.
I cant work this sound issue out, quake is the only game where sound effects get distorted when cd music plays, games like q2 and half life work fine.
Oh well, at least with the mounted image, I can prolong the life of my original cd.
#11285 posted by Trinca on 2006/12/03 03:42:26
metlslime mp3 suport code i very diferent that quakeworld clients? all new qw clients got it! isn�t much copy paste?
Nitin...
#11286 posted by than on 2006/12/03 04:45:28
you have THREE cd drives? THREE?
Come on, that's just greedy.
Out of curiosity, what do you have the third one for? Do you often copy multiple discs at once?
Than
#11287 posted by nitin on 2006/12/03 05:59:01
one cd/dvd rom, one cd/dvd writer, and the third is an old cd/dvd writer that no longer writes properly. But since it's better than the other two drives at reading scratched discs, I left it in.
Old Comic With Moebius
#11288 posted by metlslime on 2006/12/04 01:48:04
Quake Information
#11289 posted by tron on 2006/12/04 03:56:38
Does anyone have a document with all the Quake info like jump height/distance?
Tron...
#11290 posted by generic on 2006/12/04 05:07:12
I can't remember where I got the info, but:
Player Maximum Horizontal Jump Distance = 225
Player Maximum Vertical Jump Distance = 42
Player Maximum Fall Distance w/o Damage = 275
Minimum Gap Size that Player can fall through = 36
Maximum Step/Stair Size that Player doesn't have to jump to use = 17
Player Height = 64
I hope it helps :)
Heh.
#11291 posted by Shambler on 2006/12/04 05:25:53
I wonder what the max horizontal jump is with bunny-hopping - a single hop or after multiples?
A QC Mod Could Measure That
#11292 posted by Lunaran on 2006/12/04 08:16:21
just log player origin every frame that he's ON_GROUND or whatever the flag is, and printf the vector length of origin from the previous origin.
I task Asaki with this ... uh, task.
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