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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Tue Sep 23, 2003 8:23 pm Post subject: |
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Stuart wrote: |
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 Also set_interpolated_weapons is not recognized anymore. |
1. try gl_picmip_all 1 then restart the map. if that doesnt fix it try 0 and restart the map.
2. as long as it works!
3. I renamed the commands because it works for software too now. gl_* doesnt make sense anymore. r_lerpframes 0/1 turns it on/off. r_lerpmuzzlehack 1 fixes bad muzzle flashes on some models. There is no high level of customisation that 'set_interpolated_weapons' used to give you.
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Stuart
Joined: 07 Sep 2002
Posts: 35
Location: Poland
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Posted: Tue Sep 23, 2003 8:48 pm Post subject: |
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Thx Fuh gl_picmip_all 0 helps
p.s. can you tell me what gl_picmip (not gl_picmip_all) affects to |
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neooffs
Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil
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Posted: Tue Sep 23, 2003 8:54 pm Post subject: |
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Telejano wrote: |
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...
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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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well, decals can slow down a computer when there is a lot of blood on the map... am I wrong?
it would be cool if fuh could add this stainmaps as an option to make a bloodbath
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Guest
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Posted: Tue Sep 23, 2003 10:37 pm Post subject: |
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i can see it now, a full pub running 2fort5, 24 people kickin each others ass's on the bridge, and you no longer see any ground! Your treading through blood, and it would be even more cool if it would make noise as your splashing around in thier blood
ok, im a sick bastard.. |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Tue Sep 23, 2003 10:37 pm Post subject: |
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Stuart wrote: |
Thx Fuh gl_picmip_all 0 helps
p.s. can you tell me what gl_picmip (not gl_picmip_all) affects to |
try gl_picmip 10 then restart map
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Luke
Joined: 25 Jan 2003
Posts: 408
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Posted: Wed Sep 24, 2003 12:27 am Post subject: |
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Fuh any idea on the grunt monster's texture "seem" issue? I am not using custom textures for the grunt or anything... yet I see a "seem" where the two sides of the texture meet. |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 12:36 am Post subject: |
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Luke wrote: |
Fuh any idea on the grunt monster's texture "seem" issue? I am not using custom textures for the grunt or anything... yet I see a "seem" where the two sides of the texture meet. |
are you using 24bit monster skins? If so try without them.
Also try r_lerpframes 0.
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Up2nOgOoD[ROCK]
Joined: 10 Nov 2002
Posts: 239
Location: California :)
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Posted: Wed Sep 24, 2003 12:53 am Post subject: |
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why is pushlatency out, fuh ?
_________________
P4 1.5ghz, Gf2Pro, WinXPro, Audigy 1
Command Line:
-width 1280 -height 1024 -conwidth 800 -conheight 600 -bpp 32 +set vid_displayfrequency 60 -mem 64 -zone 1024 +set s_khz 44 +set cl_confirmquit 0 -dinput |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 1:07 am Post subject: |
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Up2nOgOoD[ROCK] wrote: |
why is pushlatency out, fuh ? |
I copied tonik . He is my idol
It shouldnt be any worse. Is it problematic?
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Psychopheles
Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA
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Posted: Wed Sep 24, 2003 1:08 am Post subject: |
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I ran into a problem developing a fragfile for custom TF.
There are some aspects that will describe summon kills, or summons killing other summons, etc. etc.
for instance:
"badj's demon, Oathrender, tears psychopheles to shreds"
The summon names are different each time they're spawned and I find it very difficult to implement, unless there is a wildcard to bypass that. |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 1:09 am Post subject: |
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hmm are the names totally random, or can you have a line for each name? If not just skip it |
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Psychopheles
Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA
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Posted: Wed Sep 24, 2003 1:13 am Post subject: |
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fuh wrote: |
hmm are the names totally random, or can you have a line for each name? If not just skip it :) |
Yes. The summon names are random, as not only can they be preset, they can also be set via a setinfo switch.
If it can't be done.. well there goes 38 kill counts :(
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 1:16 am Post subject: |
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hmm well leave it out for now, but also send me the obits. Perhaps I will find time to extend my syntax so you can make it work for these monsters. |
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Psychopheles
Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA
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Posted: Wed Sep 24, 2003 3:12 am Post subject: |
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Not exactly 38, but there's quite a lot.
I can give you the raw, unedited obits part as stated in client.qc; should I just send it through to your mail?
edit: I hope the email you have on your email link is the right one. If so, catch.
Last edited by Psychopheles on Wed Sep 24, 2003 3:16 am; edited 1 time in total |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 3:12 am Post subject: |
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yep, that's fine. |
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Psychopheles
Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA
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Posted: Wed Sep 24, 2003 4:32 am Post subject: |
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Could not send email:
Recieved a permanent error message from mailer-daemon at mail.ausgamers.com
EDIT: You should get the file now. It's in .zip format. |
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Up2nOgOoD[ROCK]
Joined: 10 Nov 2002
Posts: 239
Location: California :)
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Posted: Wed Sep 24, 2003 7:46 am Post subject: |
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fuh i haven't had time to try 0.30 but wouldn't taking pushlatency out be bad for modem users? or is some kind of an in-built pushlatency-manager put in the client?
i've been told your pushlatency should be the negative half of your ping.
_________________
P4 1.5ghz, Gf2Pro, WinXPro, Audigy 1
Command Line:
-width 1280 -height 1024 -conwidth 800 -conheight 600 -bpp 32 +set vid_displayfrequency 60 -mem 64 -zone 1024 +set s_khz 44 +set cl_confirmquit 0 -dinput |
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Luke
Joined: 25 Jan 2003
Posts: 408
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Posted: Wed Sep 24, 2003 9:06 am Post subject: |
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pushlatency should be set to -999. The half your ping thing was a concept started in early 1997, before people knew better. So removing pushlatency isn't bad. Fuhquake .30 probably just uses the equivalent of pushlatency -999, so you won't notice any adverse effects of it not being there. You are still getting full prediction. |
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Luke
Joined: 25 Jan 2003
Posts: 408
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Posted: Wed Sep 24, 2003 9:09 am Post subject: |
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fuh,
I am not using 24bpp textures. Will "r_lerpframes 0" turn off model interpolation? I would hate to have to do that as the new monster interpolation looks nice. When I get home from work I will try out that r_lerpframes 0 and see if it corrects the problem. |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Wed Sep 24, 2003 10:21 am Post subject: |
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Up2nOgOoD[ROCK] wrote: |
fuh i haven't had time to try 0.30 but wouldn't taking pushlatency out be bad for modem users? or is some kind of an in-built pushlatency-manager put in the client?
i've been told your pushlatency should be the negative half of your ping. |
a lot of people say this, but in fact many wise people say to stick to -999 . But I will see if anyone has any serious complaints.
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