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It Works 
I tried the suggested sv_gameplayfix_... setting and it helped. Thanks.

I learned about the sv_jumpstep option a while ago, after noticing I had gained an ability to jump higher than I thought used to be possible. I found an explanation with a web search and set it to standard behavior.

Are there other settings in Darkplaces I should turn on when I want the gameplay to be as close to classic Quake single player as possible? 
 
cl_gameplayfix_quakespasm_or_requiem 1 
Been Testin' Engines 
I tried the Requiem engine, and I liked it. I can't capitalize it correctly from memory though. ReQuiem? reQuieM? Whatever.

It turned out to be a bit difficult to compile on Linux from the Github repo, owing to the makefile referencing files that aren't there. Perhaps it's possible to work it out, but I used the binaries instead. With them it turned out to be easier to use the Windows binary with Wine to get sound working properly. That was the path of least resistance for me at least.

Requiem has all kinds of neat features, like fix for the fish monster count bug and rewinding demo playback. Good stuff.

In other news, I discovered another way in which the Darkplaces physics are different from other engines in a specific way. If you recall, there are those little diagonal pillars that work as walkways in Ziggurat Vertigo (first area with Ogres). You can run up them to the top floor, but in Darkplaces you end up getting airborne after running, while in other engines you stay on the floor. By my testing, the sv_jumpstep option has nothing to do with this, and it works the same no matter if it's on or off. (The behaviour seemed pretty consistently change between engines in my tests, but I didn't test it thoroughly.)

Now I have five engines already. DP, QS, ReQuIeM (still not right), Qbism super8 (red particles everywhere!) and the RemakeQuake one (RMQ?). I kind of think that's a couple more than I need, but now I'm not sure which ones to actually use. I'll say that's better than the opposite problem of not having a good engine at all.

I guess the points here are that I'm grateful that people have made such efforts to keep Quake alive, and I should get a blog to ramble like this. Will shut up now :) 
 
It's reQUAKiEm. The AK is silent. 
Quake Stream On Twitch 
http://www.twitch.tv/doomed_spacemarine

This guy is streaming so much stuff from quake injector 
More Darkplaces Cvar Notes 
After playing with the sv_gameplayfix variables some more I now recommend setting the variable:
sv_gameplayfix_nogravityonground 1

I'm still not sure what it's meant to do. What I have observed is that when cvar is 0, you won't re-activate a button if you are standing on it when it returns to ready. So enabling the cvar best matches the observed behaviour of the original engines. 
Spoke Too Soon 
OK, the problem with sv_gameplayfix_nogravityonground is if you set it to 1 then suddenly the player slides around much more, it's like low friction mode. So I'm a bit on the fence now with what to set it to - having to step off a button to press it again isn't a big deal - but what if that's just one symptom of an issue that might include a major failure? For instance, if the entity you're standing on is supposed to be a movewall with damage performing the collision for a sharp blade, perhaps in darkplaces you'll be able to ride on it and only take one tic of damage. On the other hand, turning the cvar on has a global effect of making the game less responsive and harder to control, so that's pretty negative.

PS: when alt-tabbing in Windows 7 from darkplaces sometimes the window loses mouselook, and even re-entering +mlook in the console doesn't help. Anyone have a fix? 
5th 
Nice find. It's kinda cool, he just randomly picks levels. Too bad I missed mappi2. This would perhaps be something for Daz, too. A random live stream of consciousness event. 
He Runs 
the knee deep in the blog.
http://the-goddamn-doomguy.tumblr.com/

There's a bit of a thriving community of old school fps gamers on tumblr, it's nice to be a part of running my quake blog on there. 
 
Watching other people getting Tronyn'd is way too fun to watch. 
 
He got through surprisingly well, especially considering it was hard skill. Hell, he even chainsawed the final boss! 
 
Not yet registered: Sorry, the documentation (and packaging) is lackluster at the moment. Building is meant to be done with Codeblocks, the project file should hopefully work.

reQuiem (without checking I THINK this is the correct capitalisation :D) uses OSS for sound, for me ALSA emulation always sucked bad with latency. I use OSS everywhere so it is perfect for me (and no one else probably...). I tried to convince someone to port the sound system to SDL but he vanished. 
@Spirit 
Spirit, I'll try compiling it again as soon as I have enough time to do it properly. I'll report if I find out anything useful about the sound issue, or have other contributions. 
Necros: Mechanical Keyboards 
I have a cherry with transparent switches. Was the cheapest one i could find, for ~50EUR. while built quality is not great, it served me well so far (~2years) I can look up model etc at work, if you're interested 
 
from what I understand, the clear/white switches are the toughest ones to press. i'm actually thinking about the blue switches as they are easier to press than membrane keys and they have a nice satisfying click. :)

unfortunately, i'm also quite attached to the macro keys on my g15. they are very useful outside of gaming and i would sorely miss them which rules out most of the highly recommended keyboards like das, unicomp... 
Can't You 
replace those with combinations? 
 
are you talking about autohotkey? 
Or Linux :-) 
 
I Have Cherry Blues 
And I got them because they are the loudest. 
Doomguy Says HI 
QExpo Update 
Chip is a fucking cunt and is trying to block a potential 2014 expo from happening because he wouldn't be the one getting all the praise from it.

Just thought I'd pass this on to all the people who were interested. 
 
Are you out of your mind? 
Fyi Qexpo 2014 Thread At I3d 
Nicely Done, Otp 
 
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