#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.
#276 posted by negke on 2012/03/12 10:42:05
If the demo is created right, every engine can playback across map changes. So the focus should be more on "multi-map recording".
There used to be a fix that sometimes worked for protocol 15 demos: appending (joining) an additional demo snippet to the existing (multi-map) one with BJP's convdem would fix it for playback. However, last time I tried I couldn't get that to work (demo recorded with QS).
Convdem
#277 posted by Baker on 2012/03/12 10:57:39
Was probably just eliminating the "reconnect" command crammed into the demo.
RE: Engine Compatability
#278 posted by szo on 2012/03/12 11:07:07
Cross-level demo playback support is in the svn repository and not in an official release yet. Until we make a new release, just compile your binary from the svn and it should work.
#279 posted by Spirit on 2012/03/12 11:12:40
I think the current build (exe) does not have that feature. not sure what version it is.
Reload Before Posting
#280 posted by Spirit on 2012/03/12 11:14:44
can one easily cross compile Quakespasm (without codeblocks)?
Builds From SVN
#281 posted by szo on 2012/03/12 12:00:59
Contract Revoked Coop Demo
#282 posted by Krypto on 2012/03/12 17:34:18
Here is the malfunctioning demo file in question:
http://filesmelt.com/dl/cr-coop.dem
Inform me whether you can get it working correctly and what method was implemented.
RE: Contract Revoked Coop Demo
#283 posted by szo on 2012/03/12 18:50:49
yes it works just fine, although it would have been better if you had told that it is a 35mb demo. The ultra scientific method to play it is already explained: The latest official 0.85.6 version doesn't support cross-level demo playback, so either build the code from svn, or download a prebuilt package for which I gave links just above, i.e. win32 and win64 versions.
Gamma
#284 posted by Bluntz on 2012/03/12 22:26:39
I grabbed the new build and it seems to still have no brightness.
Reading some of the forum posts I found a patched SDL lib that may fix it but had no luck.
If in fact I ran the lib correctly by dropping it in the quake dir
[quote]bluntz@bluntz-desktop:~$ cd quake
bluntz@bluntz-desktop:~/quake$ ./quakespasm export LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH
Command line: ./quakespasm export LD_LIBRARY_PATH=.:
Found SDL version 1.2.14
Quake 1.09 (c) id Software
GLQuake 1.00 (c) id Software
FitzQuake 0.85 (c) John Fitzgibbons
FitzQuake SDL port (c) SleepwalkR, Baker
QuakeSpasm 0.85.6 (c) Ozkan Sezer, Stevenaaus
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Exe: 14:03:52 Dec 31 2011
64.0 megabyte heap
Video mode 1280x1024x32 initialized
FOUND: ARB_multitexture
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
Warning: vertical sync not supported (swap interval is -1.) Make sure you don't have vertical sync disabled in your driver settings.
FOUND: EXT_texture_filter_anisotropic
Sound Initialization
SDL audio spec : 11025 Hz, 128 samples, 2 channels
SDL audio driver: pulse, 8192 bytes buffer
Audio: 16 bit, stereo, 11025 Hz
SDL detected 0 CD-ROM drives
========= Quake Initialized =========
[/quote]
The slider had no effect but the client was usable.
This client seems to about the best option for us Linux Quakers.
I hope someone else could please help with this one small issue that stands in our way.:eek:
That Should Be
#285 posted by svdijk on 2012/03/12 22:37:53
LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH ./quakespasm
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