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FuhQuake v0.30 Out Now!
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Tue Sep 23, 2003 1:49 am    Post subject: FuhQuake v0.30 Out Now! Reply with quote

FuhQuake v0.30 is finally available. It is the biggest FuhQuake release to date with more than twice as many new features as any previous FuhQuake release.

Here is just a few glimpses from the v0.30 changelog:
  • Numerous improvements to FuhQuake's particle effects as show cased in the tfde movie.
  • Match tools that automatically record demos on match start and provide powerful options to customise the names and locations of such demos based on the match type.
  • Half-life (bsp 3.0) map support.
  • Integrated frags and (where appropriate) flag touches/captures into the scoreboard .
  • Improved frame interpolation. Now all models animate smoothly in both GL and Software FuhQuake.
There are many more improvements in v0.30 than what's listed above. But the only way to learn about them is to consult the following bits of documentation:
  • The changelog contains a complete list of the new and changed features in v0.30. Many of the improvements in FuhQuake v0.30 could not have been made without the contributions of other developers. The changelog also acknowledges these people where appropriate.
  • The comprehensive documentation on all the match tools (auto-recording, auto scoreboard screenshots & more) available in FuhQuake v0.30.
  • The v0.30 FAQ contains many useful questions and answers applicable to the new version. Please consult it.
Download FuhQuake v0.30 (Build 570) (4mb): If you have a previous installation of FuhQuake then you should just download the 4mb zips above and unzip them into your quake directory. Remember to download the new security module too.

If you don't have a previous installation of FuhQuake or want to freshen up your 24bit map textures, then you should install the FuhQuake v0.27 installer first and then unzip the v0.30 files over the top. Further instructions can be found at the installer page.

Known Bugs:
  • Please see here for a list of known bugs that will be fixed shortly.

    Last edited by fuh on Sat Jan 10, 2004 7:49 pm; edited 10 times in total
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fuh
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Joined: 07 Sep 2002
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PostPosted: Tue Sep 23, 2003 3:17 am    Post subject: Reply with quote

Few things not yet complete:

*) changelog (done)
*) source (done)
*) mtf stats (soon)
*) MD3 + other goodies version (soon)
*) installer

they will be done from top to down order. first 2 should be done within a day.


Last edited by fuh on Tue Sep 23, 2003 10:03 am; edited 6 times in total
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DeaD_PoeT



Joined: 04 Nov 2002
Posts: 110
Location: Joao Pessoa, Paraiba, Brasil

PostPosted: Tue Sep 23, 2003 4:04 am    Post subject: Reply with quote

WoooWW
great work man!!
even better that i thougth

Brazilians PS: Camper?! HuHuHUH

Cool
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Bitchslap420



Joined: 05 Nov 2002
Posts: 215
Location: SH10151

PostPosted: Tue Sep 23, 2003 4:23 am    Post subject: Reply with quote

1st of all good job as always.

-how do i get the blood stains to stay like in the ss?
-how can i use the old pyro flame instead (withouth reverting to .2Cool, the one that doesn't cut my fps down to 40. I dont see how anyone can honestly use that big orange blob Confused , im guessing inferno.png is out of order?

Thanks!
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fuh
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Joined: 07 Sep 2002
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PostPosted: Tue Sep 23, 2003 4:27 am    Post subject: Reply with quote

Bitchslap420 wrote:

-how do i get the blood stains to stay like in the ss?
-how can i use the old pyro flame instead (withouth reverting to .2Cool, the one that doesn't cut my fps down to 40. I dont see how anyone can honestly use that big orange blob Confused , im guessing inferno.png is out of order?

Thanks!


the blood stains dont stay, the ss just look slike they do. but im working on decals liek in tenenbare.

old pyro flame is gone. alot of people cried because they said it made it easier to see through pyro flames. So I made it a lot harder to see through. They are only really for movies like TFDE, I wouldnt use them in game. If you do, make sure you have gl_clipparticles 1 for more fps.
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Bitchslap420



Joined: 05 Nov 2002
Posts: 215
Location: SH10151

PostPosted: Tue Sep 23, 2003 4:31 am    Post subject: Reply with quote

affirmative @ ele [top]
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neooffs



Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil

PostPosted: Tue Sep 23, 2003 4:36 am    Post subject: Reply with quote

fuh wrote:
the blood stains dont stay, the ss just look slike they do. but im working on decals liek in tenenbare.

cant you use the darkplaces blood system? decals will slow down a lot of computers...
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Tue Sep 23, 2003 6:19 am    Post subject: Reply with quote

neooffs wrote:
fuh wrote:
the blood stains dont stay, the ss just look slike they do. but im working on decals liek in tenenbare.

cant you use the darkplaces blood system? decals will slow down a lot of computers...


A lot? maybe not. And you can use a few withouth problem. I also like stains better, but stainmaps is something you love or hate, and decals is every a nice adition that you can customize.. With stains you can only disable.

Well.. maybe you are righ, but I doubt you have profile fuhquake with/withouth decals to say that. :I
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA

PostPosted: Tue Sep 23, 2003 6:25 am    Post subject: Reply with quote

What? No custom HUD element placement?

Also, I've read your bug about the client seriously screwing up on voodoo cards. Time to bugtest/submit..
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fuh
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PostPosted: Tue Sep 23, 2003 6:41 am    Post subject: Reply with quote

Voodoo problem has been resolved. See https://fuhquake.net/forum/viewtopic.php?p=7#7 .
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA

PostPosted: Tue Sep 23, 2003 6:51 am    Post subject: Reply with quote

Actually, I currently do not have problems with the aforementioned, and I am using a voodoo3 2000 PCI.

Also, there is also a bit of trouble doing parsefragfile, especially since I play custom teamfortress. If you need the obits, I can supply it, I just need the place to send it to.
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fuh
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PostPosted: Tue Sep 23, 2003 6:56 am    Post subject: Reply with quote

Psychopheles wrote:
Actually, I currently do not have problems with the aforementioned, and I am using a voodoo3 2000 PCI.

Also, there is also a bit of trouble doing parsefragfile, especially since I play custom teamfortress. If you need the obits, I can supply it, I just need the place to send it to.


[email protected] .

If you could do it yourself it would be great (quicker too). Just look at the tf 2.9 one for an example.
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
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PostPosted: Tue Sep 23, 2003 6:57 am    Post subject: Reply with quote

Actually, that's what I'm doing. I forgot that the file was text. :) It'll take a while, because I have to add a few things, swap a few things.. and remove a few things (un-needed).
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Goljat



Joined: 09 Nov 2002
Posts: 174
Location: Helsinki,Finland

PostPosted: Tue Sep 23, 2003 8:45 am    Post subject: Reply with quote

Quote:
Added some Microsoft mice mouse4/mouse5 enabling code [Massa].


well those are not working if you set like this:
alias +rl "impulse 7;+attack"
alias -rl "-attack;impulse 2"
bind mouse4 +rl
nothing happen, but bind mouse4 "say hello" works weird? E:
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fuh
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PostPosted: Tue Sep 23, 2003 11:24 am    Post subject: Reply with quote

Goljat wrote:
Quote:
Added some Microsoft mice mouse4/mouse5 enabling code [Massa].

nothing happen, but bind mouse4 "say hello" works weird? E:


crazy finns.
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Tue Sep 23, 2003 12:01 pm    Post subject: Reply with quote

Fuh,

Can you post a zip of the contents of the Win32 installer, so that linux users can just unzip it over their quake directory?
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Tue Sep 23, 2003 2:10 pm    Post subject: Reply with quote

Before .30, I didn't use the new teleport particle effect because I thought the original looked superior, but now with .30 I use the new effect because it is a nice combination of the original effect and the .27 effect.

The lava splash effect still needs work though, as it still looks weak.

Also, I played allot of single player with this release, and the monster's seem to be animated more smoothly... actually, they look like they are animated faster too. One problem that stuck out is that the grunts' (shotgun using monsters) texture was kind of messed up. I can see a seem along one side of the grunt, where the two ends of the texture meet. It looks bad, and I don't remember this happening in .27

If you want, I can make a screenshot.
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Goljat



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PostPosted: Tue Sep 23, 2003 7:22 pm    Post subject: Reply with quote

fuh wrote:
Goljat wrote:
Quote:
Added some Microsoft mice mouse4/mouse5 enabling code [Massa].

nothing happen, but bind mouse4 "say hello" works weird? E:


crazy finns.


im pretty sure its +/-aliases thing, i will test more at home.
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fuh
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PostPosted: Tue Sep 23, 2003 7:24 pm    Post subject: Reply with quote

Golo : talk to massa @ https://fuhquake.net/forum/viewtopic.php?t=1151 . He has an MS mouse.
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Stuart



Joined: 07 Sep 2002
Posts: 35
Location: Poland

PostPosted: Tue Sep 23, 2003 8:19 pm    Post subject: Reply with quote

In general I am very impressed of new FuhQuake (new rocket trails and teleport efect - excelent) but i have some questions:

1. First thing I have noticed after changing FuhQuake from 0.28 -> 0.30 was blur ammo boxes, health and other entities. In 0.28 version they were more cleaner and much more visible from long distance than now.

2. In FAQ-v0.30 you wrote in question 11 that conback.png won't work in qw/textures/gfx/ or fuhquake/textures/gfx/). I don't know why but it works for me.

3. Why have you removed gl_interpolate, gl_maxInterpolateDistance Question Also set_interpolated_weapons is not recognized anymore.
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