Jago:
#4315 posted by metlslime on 2004/05/28 08:26:18
weird... it should work. In fact, i just tried it, and it did work. Maybe you made a typo?
Question
#4316 posted by than on 2004/05/28 08:46:39
Did anyone play Vietcong? What did you think of it?
I play this at work loads. It's a pretty old game, but it can be a lot of fun in coop (Which requires the Fist Alpha mission pack afaik.)
I have a feeling that anyone here who did play it would have thought it sucked, but I'm still interested.
Jago
#4317 posted by aguirRe on 2004/05/28 09:32:41
It works for me in FQ (as in all engines), I always run a specific cfg at startup. There must be something special about your setup. What about long filenames (> 8.3)?
Or
#4318 posted by MisYu on 2004/05/28 14:30:22
Maybe you do -exec mycfg.cfg instead of +exec mycfg.cfg. Or maybe in not proper place (I dunno, but all "+" attribs should go last)
Misyu:
#4319 posted by metlslime on 2004/05/28 20:47:20
Actually, you can mix and match + and - commands. At least, the code (even vanilla quake) is designed to do that... have you had any problems with it?
RE: FitzQuake And Config Files
#4320 posted by Jago on 2004/05/31 07:59:51
Found the problem.
Apparently FitzQuake didnt like the fact that my config contained a "-" character (it was jago-fitz.cfg). Renaming the file to fitz.cfg solved the problem.
On a side note, my Quake map reached 1000 brushes yesterday and I havent even abandoned it yet! Hell has frozen over and pigs are flying.
Jago:
#4321 posted by metlslime on 2004/05/31 08:52:44
that will be fixed in the next version. :)
Metlslime
#4322 posted by PuLSaR on 2004/05/31 16:11:49
and also try to fix the prooblem of running fq on voodoo2 card.
Voodoo2 Card
#4323 posted by HeadThump on 2004/05/31 18:32:04
isn't compliant with the OpenGL 1.2 extensions that Metlslime relies on for the rendering in FitzQuake. But it doesn't hurt to ask, unless he pulls out the Disco FitzQuake.
Interpolation! Shaders! Skelatal Animation with Inverse Kinemetrics!
Gimme, Gimme, Gimme, Gimme, Gimme, Gimme!
Pulsar:
#4324 posted by metlslime on 2004/05/31 22:08:19
Try putting gl_overbright 0 in your config file. If that fixes your problem, then you'll be happy to know that that i already found and fixed the guilty code. If not, send me an email with more specifics, becuase i guess i'm not aware of the problem.
Well, I Recall,
#4325 posted by HeadThump on 2004/05/31 22:40:53
when I owned a Voodoo 2 waiting for a promised driver upgrade that incorporated 1.2 extensions never materialized, at least at the time. Perhaps, this is an entirely different matter, somehow.
Metl
#4326 posted by PuLSaR on 2004/06/01 00:40:47
Try putting gl_overbright 0 in your config file.
well I tried, but it seems it doesn't help
PlanetQuake Level Of The Week
#4327 posted by R.P.G. on 2004/06/01 12:54:23
PQ's Level of the Week has been updated with yet another Q1SP. This time the honor is given to czg and Vondur's The Slipgate Duplex.
http://www.planetquake.com/quake1/features/lotw/sp-04-06-01.shtml
Gmsp3 Now With Added Transparent Water
#4328 posted by glassman on 2004/06/01 17:12:49
Due to popular demand (relative to the quake playing population) I've made a version of gmsp3 with transparent water (apparently the original couldn't be re-vised). If you're at all interested..
http://www.glassman.mistral.co.uk/gmsp3/gmsp3tw.zip
GlassMan
#4329 posted by aguirRe on 2004/06/01 17:47:52
The original gmsp3 is very re-visable using my BspInfo utility. And it looks much better, although I can imagine older machines having problems with the increased amount of faces in an already large map.
Ooh, Kick Ass.
#4330 posted by biff_debris on 2004/06/01 18:01:23
I am getting so right now, I am.
I Am Getting So Right Now, I Am.
#4331 posted by VoreLord on 2004/06/02 04:42:08
hmmm, I wish I could say the same, but unfortunately, for the past couple of hours, all I'm getting is............
Cannot find server
The page cannot be displayed
Hmm
#4332 posted by VoreLord on 2004/06/02 04:44:27
That is of course assuming we are talking about the same thing, gmsp3tw
AguiRe
#4333 posted by glassman on 2004/06/02 14:03:48
Well, I didn't actually try re-vising it myself but someone reported having problems. I guessed it might have something to do with the phantom leak (which I think I fixed now). I'd rather remake it anyway as it needed a couple of minor retexturings (like behind teleports etc.)
VoreLord - the d/l works for me.
As Seen On Slashdot
#4334 posted by pushplay on 2004/06/02 15:54:03
http://raket.tty0.org/~jogi/
It's qw on a bootable cd. Or at least it is after you make it. You have to put all the pak files, your favorite maps and config files into a dir and run the make iso bat file / unix script.
Maybe someone can make use of it. It's nothing but crappy sun machines over here.
GlassMan
#4335 posted by aguirRe on 2004/06/02 16:34:03
the one who reported it probably used the old bsp2prt utility and it definitely cannot handle gmsp3. That's one of the reasons why I added this functionality to my BspInfo; to increase speed and capacity.
The leak has nothing to do with it, it's just the size of the map that crashes bsp2prt.
..?
#4336 posted by necros on 2004/06/02 17:02:08
how the heck does quake know when to play the wind2.wav sound? is that hard coded into quake? it seems to only play when the client can 'see' a skyface, so that when you go around lots of vis blockers, the sound no longer plays...
also, what about the water sound? does that only play when the client can see water brushes? i can never get it to work in my maps though... i just never hear the water... what's the deal?
Vis Adds
#4337 posted by aguirRe on 2004/06/02 18:33:29
ambient sounds depending on texture contents and distance from it. There might be some connection with some worldspawn keys also, e.g. "sounds" or "worldtype".
I've also wondered about that, in some maps I hear water even if there's no water near the player.
Vis Adds Them?
#4338 posted by necros on 2004/06/02 19:29:55
hm... but how does that explain the way it cuts off quickly when moving from one area with a sky to another without? they can't be normal point entity ambient emitters because there are no entries for those kinds of sounds in the quakec (there's no mention of the sound at all beyond precaching wind2.wav)
Vis And Ambients
#4339 posted by metlslime on 2004/06/02 21:25:28
from the world famous texturefaq.htm:
Quake plays automatic ambient sounds when the player is near a sky, lava, slime, or water surface. When compiling a level, vis will calculate which of those sounds you should hear from each point in the level. But, most versions of vis (including id's original version) will only consider a texture to be water if its name starts with "*water" or "*04water".
Also, the data is stored in the level per-leaf. I don't know exactly what the calculation is, but that explains why the sound could cut out suddenly as you cross a leaf boundary.
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