@boris- Get A 4:3 CRT - They Are $20
#2768 posted by Baker on 2017/05/26 00:10:52
Here is a $20 CRT they are selling on EBay:
http://www.ebay.com/itm/Dell-Computer-Monitor-CRT-E773c-17-/222512283616
Then you have 4:3 CRT like when Quake came out.
Option #2
#2769 posted by Baker on 2017/05/26 00:16:45
In the Arcane Dimensions folder, there is conback.lmp which is the console background.
You can open this in the Quake image editor fimg.
https://www.quaddicted.com/files/tools/fimg_v0192.zip
Edit it how you like, then save it.
@Baker
#2770 posted by boristhesp1der on 2017/05/26 00:43:49
i think you might have skipped a few lines if you got the impression i actually want to play on 4:3. don't blame you, its a big wall of text. i'm no good at keeping it short. read #2764 if you want know what i actually wanted.
thanks for the idea with fimg though, i guess that's the manual way to do it.
#2771 posted by ericw on 2017/05/26 00:57:56
I just took some screenshots of extreme resolutions that maybe illustrate the reason behind the current behaviour: (it looks like the conback is just scaled to fit the window width/height exactly, then it's scrolled up).
http://i.imgur.com/k0m2LTk.png
http://i.imgur.com/xiqatwK.png
Also note that when you start a new game the console starts fully closed and then opens all the way up, so it would be weird if it used a different stretch factor when half open.
#2772 posted by boristhesp1der on 2017/05/26 01:33:12
yeah i get why it's done this way now, avoids a lot of potential problems. my idea wasn't to change the stretch factor but rather just not stretch anything at all and instead align the texture to fit the bottom of the screen and overshoot it at the top, as if it were dropped down a bit by default. stretching should only occur when it is necessary, which it is only for aspect ratios narrower than 16:10 so you don't end up with a hole dropping down from the top of the screen instead of overshooting it.
that's the way i'm gonna try to code it for myself as soon as i figure out how, but right now i think i'll stick with baker's idea. this change probably doesn't justify the effort on your part and could cause a lot of unexpected problems down the line, and i don't want you to have to deal with that because of me. you've already done a lot :)
#2773 posted by ericw on 2017/05/27 00:20:28
I'm Only Happy When It Rains
Nice.
#2776 posted by DingDingDong on 2017/05/27 01:23:14
Is that software? Amazing.
320x200?
#2777 posted by Qmaster on 2017/05/27 01:31:36
HANG ON!
#2778 posted by Qmaster on 2017/05/27 01:32:40
Is that sock's unfinished AD map?
Did he finish it?
#2779 posted by ericw on 2017/05/27 02:34:10
Qmaster, yeah it's sock's map, it's not released yet though. The screenshot is in QS_Spike with the r_scale cvar.
I Love Sock's Maps
#2780 posted by boristhesp1der on 2017/05/27 08:37:48
can't wait for sepulcher, that screenshot makes it look badass.
@eric i saw your name in the credits for tfuma, which is actually my favorite of the bunch in ad. it feels way more interactive than the others and is probably the best looking map using the base style ever created. giant robots are also a plus.
how did you and gavin split work on that map? are you responsible for the ambush at bottom of the slime pit? :P
looking at all these screenshots i'm imagining a alternate past where this shit was all vanilla.
Transparency Depth
#2782 posted by Qmaster on 2017/05/30 22:39:51
Is there a way to get multiple transparencies to overlap properly? If I have 3 transparent brushes overlapped, the engine treats them as see through. Maybe there is a bug when the alpha sum is greater than 1.0? Using water alpha of 0.4 and *glass textures.
Winquake Style Weapon Draw
is there a cvar for it?
#2784 posted by ericw on 2017/05/31 00:29:50
for a quick fix, "scr_ofsz -2" (haven't done proper testing to pick this but it seems close-ish)
We really should add a proper toggle.. I can't stand the SSG hiding completely behind the status bar.
That Seems Close Actually
Is there any way of having QS having strafe work more like Mark_V and Winquake?
Currently the strafe value feels far too jerky. It's easy to tell the difference between QS and Mark_V/Winquake by holding forward and then hitting strafe left/right.
QS seems to allow too much travel sideways when going diagonal.
@Qmaster, I Feel Your Pain
#2786 posted by PRITCHARD on 2017/05/31 02:59:49
Proper depth peeling in quake is rare. I hope that it becomes less rare in the future :(
#2785
#2787 posted by brassbite on 2017/05/31 06:48:23
Has Quakespasm got original Quake movement, or has Mark V got the 'real' movement? Or none of them?
#2788 posted by ericw on 2017/05/31 07:07:12
afaik the only thing QS changed is it made "always run" equivalent to holding the run key, whereas in winquake, "always run" is slightly different (I think?)
Fifth, did you have "always run" on when comparing QS/MarkV/Winquake? were you holding shift/run?
A Work Around.
I made a slight change to this in my source, allowing the player to bind capslock to commands (in this case +speed).
That way if +speed behaves differently to "always run", any differences can be mitigated by using capslock.
(of course the frustrating thing with this is the console is case sensitive for most commands)
Ericw
I use always run.
The QS implementation is basically like holding shift to run. You are correct, using always run is a different feeling to holding shift (even in Winquake).
Not sure if this is a bug. It would be nice to have an option to have this operate more like Winquake.
#2791 posted by mankrip on 2017/05/31 23:17:31
It would be nice to have an option to have this operate more like Winquake.
Put
cl_forwardspeed 400
cl_backspeed 400
... in autoexec.cfg.
Quakespasm Realms Not Saving
#2792 posted by Flesh420 on 2017/06/02 01:19:05
I'm playing through on NM and my realm progress isn't saving, using latest version of Quakespasm. Is this a known bug?
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