Kir4:
#197 posted by metlslime on 2008/03/02 11:15:33
there's also a "setgamma" utility on the fitzquake page.
But, are you saying that after quitting fitzquake, the gamma doesn't go back to the pre-fitzquake setting? That must be a bug, because it is supposed to restore your desktop's original gamma when you exit the game.
#198 posted by K!r4 on 2008/03/08 00:35:33
I've already used setgamma and it works 50% of the time.
Indeed the gamma doesn't go back to the pre-fitzquake setting...
For more precision, if I launch any quake port with opengl and launch something else with software renderer like Doom2 the same problem appear.
I have some others games with opengl/glports for doom and they works fine with my comp...
HUD?
#199 posted by erc on 2008/08/03 20:14:47
Well, everything's OK - but the HUD does not show up. Unless I press TAB for map info, only a black line is drawn where the HUD's supposed to be.
Any suggestions?
Try -fullsbar On The Commandline
#200 posted by Sielwolf on 2008/08/03 20:32:17
or run at desktop res
#201 posted by erc on 2008/08/03 20:44:55
Already at the desktop resolution. I found out that gl_clear 1 does the trick. However, the -fullsbar tag you've mentioned also solves the problem. Thanks a bunch!
Apropos Of Nothing...
#202 posted by FreonTrip on 2008/09/26 00:14:57
I tried out FitzQuake 0.80 on a 12 MB Voodoo2. It worked with Daniel Borca's last released MesaFX driver*, though with one glitch: skyboxes are rendered as untextured white surfaces. Lack of hardware support for GL_ARB_texture_env_combine means that overbrighting results in a performance hit, but it still manages around 60 fps in 640*480. That gets cut down to around 35 in 800*600, but overall this is still a really impressive showing for a video card that's almost as old now as VGA was when the Voodoo2 was brand new. :)
* Yes, the infamous one that "runs" Doom 3.
Nice...
#203 posted by metlslime on 2008/09/26 01:21:25
I was told by somebody that voodoo support was broken, nice to hear that it mostly works.
Wait a second though, isn't Mesa a software opengl driver?
Mesa Is, MesaFX Is Not.
#204 posted by FreonTrip on 2008/09/26 15:42:16
http://www.geocities.com/dborca/opengl/mesa.html
As far as I can tell, he basically took a version of Mesa and implemented it on top of Glide, thus allowing for Voodoo cards to shine. I'd be interested in seeing how a VSA-100 card fares, but am not about to go to the trouble to find a Voodoo5 just to appease that curiosity - especially when I have a 7800GS and 2600XT at hand. :)
I Was Wondering...
#205 posted by necros on 2008/09/27 04:41:01
why is it when i open and close fitzquake, other windows move slightly down and to the right?
after opening and closing FQ enough, windows all end up in the bottom right corner unless they hit the right side of the screen first-- then they stop moving.
is this a windows thing or an FQ thing?
Weird...
#206 posted by metlslime on 2008/09/27 09:08:44
this is the first i've heard of that feature.
#207 posted by Spirit on 2008/09/27 09:27:11
Maybe related to a screen resolution change? Windows is super annoying with those.
Necros:
#208 posted by metlslime on 2008/09/27 10:22:30
i guess i should ask; this is happening when you run in fullscreen mode, right?
Necros
#209 posted by erc on 2008/09/27 12:14:19
If you're running Fitz in a different resolution than your desktop one, that may be it.
It's A Fullscreen Thing
#210 posted by Lardarse on 2008/09/27 14:45:21
And if they only move slightly, then you're lucky. I usually have half a dozen windows in the lower corner...
Yeah
#211 posted by Lunaran on 2008/09/27 19:04:11
I get that too, but running at desktop res. Everything moves southeast.
Yes
#212 posted by necros on 2008/09/27 19:26:50
it's in fullscreen mode. and yes, it's fucking irritating. ^_^;
it may happen with all/most other fullscreen games, but cause i'm working on maps or mods i'm continuously opening and closing quake so i only notice it with FQ.
i guess i'll see if there's a windows solution. (apart from uninstalling it. �_� )
And The Other Question:
#213 posted by metlslime on 2008/09/27 21:31:47
is this XP? Vista? Something else?
It's Xp, Sorry
#214 posted by necros on 2008/09/27 21:37:36
ati x1950 video card, if that info is of any value.
haven't been able to find even a single search hit on this subject though... which is wierd considering the amount of people who get it in just this thread.
Bugs
#215 posted by JneeraZ on 2008/09/27 23:02:33
The version I have won't save the following values into the config file:
r_shadows
scr_conalpha
scr_conspeed
These keep getting wiped out of config.cfg :(
#216 posted by JneeraZ on 2008/09/27 23:07:19
Also, is there a way to get the crosshair to scale up? I want to run a super high res but the tiny crosshair taunts me with it's smallness.
#217 posted by JneeraZ on 2008/09/27 23:13:05
Oh, oh, one last question ... can I make the particles square somehow? I don't want them smooth.
#218 posted by Spirit on 2008/09/27 23:22:11
That last one is possible r_particles 2 or something like that.
#219 posted by JneeraZ on 2008/09/28 01:11:35
YES. Awesome, thx!
Willem
I don't have any real solutions for you, but I can suggest some things that you've almost undoubtedly already thought of.
The version I have won't save the following values into the config file:
r_shadows
scr_conalpha
scr_conspeed
Try putting the desired values in autoexec.cfg, or create your own seperate .cfg file and exec that via autoexec or the console.
Also, is there a way to get the crosshair to scale up? I want to run a super high res but the tiny crosshair taunts me with it's smallness.
I don't think there's a way to do this in standard Quake (I think there is in QW). I'm pretty sure there's a way to set the console/hud resolution independently of the game resolution (-conwidth?), and this *may* scale the crosshair along with it?
Of course, the real answer is "be a man and don't use the crosshair" ;)
I'll go investigate this conwidth thing, since I'd like to play around with it anyway (can't read text printed to the screen without squinting and leaning forward, or opening the console afterwards, because the text is so fucking small...)
OK, Scratch That
It's scr_conwidth in game, and it seems to only affect the console text itself. So if you're running at 1280x1024 and set scr_conwidth to 640, the console text would be as large as if you were running in 640x480.
It does not scale up the crosshair or hud elements though.
It doesn't even scale up text printed to the sceen. I was really hoping it'd do that so I could actually read the text in Evil Exhumed without having to open the console afterwards to see what was said. Kinda spoils the intended effect. :(
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