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Misyu: 
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 
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: 
that will be fixed in the next version. :) 
Metlslime 
and also try to fix the prooblem of running fq on voodoo2 card. 
Voodoo2 Card 
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: 
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, 
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 
Try putting gl_overbright 0 in your config file.

well I tried, but it seems it doesn't help 
PlanetQuake Level Of The Week 
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 
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 
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. 
I am getting so right now, I am. 
I Am Getting So Right Now, I Am. 
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 
That is of course assuming we are talking about the same thing, gmsp3tw 
AguiRe 
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 
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 
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. 
..? 
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 
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? 
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 
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. 
thank you! that explains a lot! cheers! 
Glassman 
Yeah, I got it about 30sec after I made that post (figures) Just didn't wanna post 3 in a row. 
Interesting Stuff, Metlslime 
Where can I get this texturefaq? 
Texturefaq 
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