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. :(
RTFM Fribbles
Ok, so I found the answer *I* wanted (scr_menuscale will scale the menus, including centerprint text, so I can read the text now, yay).
Willem, I still haven't found a way to scale up the crosshair size. The only thing I can suggest is to modify your conchars and change the graphic used - you still won't be able to scale it up in game, but you could make it something more visible perhaps.
Scr_sbarscale
#223 posted by Lunaran on 2008/09/28 06:09:21
does intermission centerprints and the hud, but not the crosshair.
I Can Settle This...
#224 posted by metlslime on 2008/09/28 11:12:39
there isn't currently a way to scale crosshair, nor fps counter nor scr_clock readout.
Also, centerprints should go with the menu scale, as far as i remember.
#225 posted by JneeraZ on 2008/09/28 11:18:12
Yep, I've got everything exactly how I want it except for the crosshair. Thanks all! :) I guess consider that a feature request for the next version - scaling crosshair, plz!
I Have Found A Solution For You
#226 posted by Lunaran on 2008/09/28 17:13:09
Dunno Whether It Already Exist...
#227 posted by JPL on 2008/09/28 17:19:47
... but I really think it would be good manage water and glasses transparency differently... I guess it would requires special stuff as glasses are "water-based" textures, am I right ?
Go Use Darkplaces Or Something
#228 posted by Lunaran on 2008/09/28 18:12:49
and leave your shiny gubbins out of fitzquake
JPL:
#229 posted by metlslime on 2008/09/28 21:41:01
that's pretty much solved with per-entity alpha
#230 posted by metlslime on 2008/09/28 21:41:11
(comming soon!)
Metlslime
#231 posted by JPL on 2008/09/28 23:04:23
OK, thanks ;)
I have to experiment now :)
Glitch Noted In Malice.
#232 posted by Hub Jub on 2008/10/11 06:24:52
In the Malice TC I found that the Probe item's functionality is broken within FitzQuake 0.80. 'Fire' is bound to move the probe forward, but doesn't actually do anything. The functionality's completely unbroken in WinQuake and GLQuake. Thanks!
#233 posted by starbuck on 2008/12/13 20:38:20
hey, just wondering if Preach's hacked version of fitzquake with the model interpolation is up anywhere? The link he posted is down now. Cheers!
Here
#234 posted by negke on 2008/12/13 21:39:27
Ah
#235 posted by starbuck on 2008/12/14 02:41:55
thanks negke, that's gonna come in handy
Must Be On Quaddicted.COM 2
#236 posted by RickyT33 on 2008/12/14 07:43:37
#237 posted by RickyT33 on 2008/12/14 07:43:53
yup
Developer 1
#238 posted by thanatwork on 2008/12/22 05:22:03
I want to use developer mode to make sure there are no items falling out the map, monsters in walls etc. but when I enable dev mode a number is printed every frame to the console, which is a big pain in the ass since it shoves all the useful information printed at map load time off the screen. I can pause the game quickly to see the data I want, but I'd rather have a way to disable the printing of the number altogether. What is it anyway? millisenconds per frame?
p.s. is a new version of FQ still in the works?
This Is In Fitzquake?
#239 posted by necros on 2008/12/22 08:36:55
i've run in developer 1 a lot and never seen that.
is it a mod you're using that's got some debug text? maybe you can disable that?
Some Mods...
#240 posted by metlslime on 2008/12/22 08:52:01
do that, especially SP mods. The same problem would occur in any engine that hasn't changed the behavior of that cvar
P.S.
#241 posted by metlslime on 2008/12/22 08:54:23
yes, there is a new version of fitzquake in the works, and now that my most recent project at work has shipped, i should be able to get it together for release. That is, once my week in seattle for christmas is finished. Unless it keeps snowing and i'm trapped here forever!
Great
#242 posted by thanatwork on 2008/12/22 09:44:07
looking forward to that mp3 quake cd rip support ;)
Of course, FQ is nearly perfect as it is, so I'm not expecting too much new awesomeness in the new version, though I'd love to be surprised by cool shit, and somehow making ATi cards work properly in fullscreen mode would make me happy, since there is some weirdness on my new pc I haven't managed to fix :( window mode runs fine though.
p.s. the mod in question is Quoth. Odd that you haven't seen it, Necros. Maybe I am the only one affected :(
Counter
#243 posted by Preach on 2008/12/22 10:38:41
Yeah, that's the counter for number of particles spawned by the particle fields most likely, thought I'd caught all of those leftover dprint messages which aren't helpful for mappers. Ah well...
I was going to suggest the temporary removal of the particle spawnflag from the finc_togglewalls. But since it's Christmas, here's a progs with that line commented out:
http://www.btinternet.com/~chapterhonour/progs-dprints.zip
Replace the progs in pak2.pak with this.
DISCLAIMER: This hotfix hasn't been tested and although it's really unlikely, it may not behave exactly as 2.1 did. Only install this fix if you are experiencing the specific problem blah blah.
Thanks
#244 posted by thanatwork on 2008/12/22 11:26:34
awesome work. I will try it out next time I work on my still unfinished map :)
Re: ATI Fullscreen
#245 posted by jdhack on 2009/01/08 11:21:45
I think it's bugs in either the drivers or the OpenGL implementation on newer hardware. I get the same thing on my onboard ATI (RV610, aka 3100), but D3D works fine fullscreen. I've got some older Radeons, and they still work perfectly.
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