Yeah - some of these config options can be hassles.
Not keen on changing the always run default myself.
freelook.... hmmm. Maybe we can live with the mlook hassle. It reminds people of how things *used* to be, laugh.
Slash is applied.
Out Of Sfx_t
#252 posted by szo on 2012/03/08 10:10:23
Maybe the solution for this is adopting the S_BeginRegistration/S_EndRegistration/s_registration_sequence stuff of q2 into q1. I'll try making a patch, possibly this evening.
Out Of Sfx_t, #2
#253 posted by szo on 2012/03/08 10:47:03
it would be good if I had some testcase content for it, though.
Sfx_t
#254 posted by mh on 2012/03/08 13:32:07
I think just setting num_sfx to 0 in Host_ClearMemory is all you need. I've done this in C++ with an std::vector<sfx_t *> which is NULLed then cleared from Host_ClearMemory, but of course that's not an option here.
Freelook Cvar Sounds Nice.
#255 posted by ericw on 2012/03/08 22:33:05
also,
I also thought about making some better key defaults (right mouse to jump for example) so newbies get a modern keymap but then realised that this is config land. I gave up.
that sounds like a good idea. I think the main thing that needs updating is moving the movement keys to WASD.
I forget which file the actual defaults are in, but if quakespasm provided a replacement config file that had a higher search-path precedence than the originals in id1/pak[0/1].pak, but lower than everything else, it should work ok.. (?)
re: autorun, does anyone play without autorun? i guess changing the default is approaching a fine line between "good defaults", and "screwing with the game too much", although my initial reaction is having it on is a good default.
#256 posted by mh on 2012/03/09 02:02:40
Other things that need changing are -heapsize and the max_edicts cvar. -heapsize needs to be replaced with proper virtual memory, and max_edicts shouldn't exist at all - both of them are loading work onto the player that should really be handled automatically by the engine.
Patch Format
#257 posted by LeopolD on 2012/03/09 11:11:26
Well, yeah, I went from file to file because I had made some other changes as well that don't have anything to do with the MP or don't work at all.
However you should be able to do a
$ cat *patch > big_patch
and apply that since you will need all of them anyway.
hf
Wishlist
#258 posted by LeopolD on 2012/03/09 11:47:20
My wishlist:
1) independent FPS for single player - going from 600 and more FPS in MP to forced 72 FPS in single player just to prevent elevators from fekking up on a CRT running @120hz is not a nice experience.
2) gl_contrast would be really nice.
3) a well working demo menu.
Most wished and hoped for of course is independent FPS:)
Keyboard Setup
#259 posted by than on 2012/03/10 00:54:20
Is there any way to force a keyboard layout? I don't like the console key being a couple of keys left of backspace and would prefer the setting that Fitzquake uses, which seems to force a US layout. Also, Quakespasm has some problems with the console flickering for some reason. I suspect that it's related to the Japanese input program in windows, which uses the same key as the console, and is a pretty horrible piece of shit anyway...
Lately I really realised just how much I hate Windows 7.
Btw...
#260 posted by than on 2012/03/10 00:59:55
if gl_texturemode setting was saved automatically or available in graphics options I would be extra happy. It can be added to a command line shortcut or config file pretty easy of course :)
#261 posted by necros on 2012/03/10 02:12:29
(gl_texturemode in options)++
:)
Gl_texturemode
#262 posted by metlslime on 2012/03/10 02:20:12
is a command, but could be re-implemented as a cvar... or they could just hack it into the config like vid_restart and +mlook get added.
Gl_texturemode
#263 posted by szo on 2012/03/10 06:43:12
already implemented as a cvar with a callback in the svn repo.
Console Key
#264 posted by szo on 2012/03/10 06:44:30
you can always use shift+esc combination for console
Higher Sound Quality
#265 posted by Krypto on 2012/03/11 11:23:15
Greetings!
Is it possible to increase the native sound rate from 11khz to 44khz? I couldn't find a command line or console variable. Also I've always found it bizzare how the weapon doesn't sit on the HUD like software Quake, is it possible to fix this in GL or is that a fault of Id's programming with the GL code?
Coop
#266 posted by Krypto on 2012/03/11 11:25:00
Is it possible to enable 'Friendly Fire' in Coop or is that only a DMFlag? Also is it possible to have items respawn as it can be a hassle on some maps,
Many thanks!
Friendly Fire
#267 posted by Mandel on 2012/03/11 11:42:57
Friendly fire is possible, set "teamplay 1" on the server and then make sure to wear the same color pants, "color x y" where y has to be the same number for both/all of you.
If you just raise the playback rate to 44khz, which some engines can, but then keep the standard sounds, most enginges won't interpolate and the result will sound terrible.
There are replacement sound packs, and some of them even faithful to the original, but I can't find an active link to one at the moment.
Replacement Sound Pack
#268 posted by Krypto on 2012/03/11 12:54:08
Thanks for your sound advice Mandel :)
I recall seeing a specific sound pack years ago but I can't recall the exact name, it's similiar to 'Mindcrime' but he was the author of the Nehahra project.
Probably...
#269 posted by Mandel on 2012/03/11 15:34:15
this one: http://www.mindabuse.com/mindgrid/audio/quake/
but that link doesn't work, at least not here.
#270 posted by Spirit on 2012/03/11 18:03:56
it sucks too. and is full of copyright violating if I understand the laws correctly.
ericw did some great work with interpolation ( https://github.com/ericwa/Quakespasm ), I hope his changes will get merged into Quakespasm soon.
Cheats And Demo Recording
#271 posted by Krypto on 2012/03/11 23:07:09
Howdy once again folks,
Is their a cvar to disable cheating online? Although in my case 'Noclip' came in handy when scripts decided to break or the map wasn't entirely coop friendly, secondly does Quake support demos over multiple levels like Doom? I replayed my Contract Revoked coop demo but after exiting the first map it just loads random images from each sequential level and dies.
#272 posted by necros on 2012/03/12 00:37:55
not many engines support demos that span multiple levels.
this is easily worked around, however, by:
-stopping the recording before loading the next level
then, after the new level has loaded
-quicksave
-type "disconnect"
-type "record newdemo"
-quickload.
you will have a second demo that continues from the first.
@Necros Fixing That Is Trivial In The Engine
#273 posted by Baker on 2012/03/12 03:50:08
There are 2 ways:
1. The "DarkPlaces" way. I wrote a 3 line tutorial on how that works.
http://forums.inside3d.com/viewtopic.php?t=2397
2. szo's more thorough way. Also discussed in that thread. Which is actually "design correct" from an engine design standpoint, but not completely obvious to someone not familiar with the inside of the Quake engine.
Engines that support playback of a demo recorded over multiple maps:
1. Quakespasm
2. DarkPlaces
3. Modern ProQuake
Engine Compatability
#274 posted by Krypto on 2012/03/12 09:05:18
If Quakespasm is true then why did it splutter and crash yesterday? :o
You Might Considering Posting Your Demo
#275 posted by Baker on 2012/03/12 10:16:24
I'm thinking it is unlikely the Quakespasm team would add the multi-map playback feature without testing it.
It could be something the mod does on level load or a 100 other things or something occurs that the engine wasn't expecting.
If you try to play back your demo in an engine without multi-map playback, the engine doesn't crash. It just displays a blank screen.
|