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FuhQuake 0.24 (Build 220) Out
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Fri Sep 20, 2002 5:22 am    Post subject: FuhQuake 0.24 (Build 220) Out Reply with quote

Here is a summary of what what's in 0.24 Build 220.

New Stuff
MVD Playback
Jpeg screenshots (set 'scr_sshot_type jpg' to use them. image_jpeg_quality_level controls quality level).
New cvar r_viewmodelsize scales size of weapon model (good for high fov).
New cvar tp_name_separator that defined what character/string is used to separate lists of weapons, powerups etc (default is '/' so %p will give 'quad/ring' instead of say 'quad ring' or 'quad, ring').
New cvar tp_weapon_order with which you set your preference of weapons (default "78654321"). Used for $bestweapon and %b etc.
New cvar cl_model_bobbing turns bobbing of rotating models on/off.
New cvar tp_name_none (default value is empty string "") determines what %p (and other things like $armor) say if you have no powerups (or no armor etc). Good if you want %p (etc) to say "none" instead of the empty string.
New macro $ledstatus gives a green/yellow/red led depending on your health/armor/ammo.
New macro %s gives green/yellow/red led depending on number of enemies and teammates in vicinity (hidden from player).
Added macros %e/%o/%E/%O to count teammates/enemies (hidden from player).
Added macro %q for enemy powerups (works just like qizmo, including the cheat protection).
'cl_forceExecCfg 2' executes config/frontend configs in qw/ if they are not in your gamedir.
Added commands cvar_reset and cvar_resetAll to reset the value of a certain cvar or all cvars respectively to their default value.
Added commands demo_jump and demo_setspeed .
Added cl_democlock 1 which shows time elapsed since start of demo.
Added gl_solidparticles for wickedgl users (thanks Bahamut + Tonik).

Bug Fixes
Gamma/contrast apply more accurately to screenshots (before was too bright).
Fixed not being able to set log_dir to the empty string "".
Fixed demo_capture screenshots printing stuff to screen.
Fixed bug where ammo in huds be can printed incorrectly on ktpro servers.
Remote screenshot bugs fixed (thanks BorisU + Tonik).
Negative values of 'cl_bobcycle' no longer cause incorrect rendering.
Armor is drawn as 666 in all sbars when have pent.
Fixed gl_subdivide_size 0 bug.
Fixed other bugs that are hard to explain (but noone except me has noticed).

Changes
Serverinfo table has wider first column.
Screenshot command gives error message if too many args.
Default rate changed to 5760.
Mtex disabled on savage chipsets due to buggy drivers.
Increased command buffer size from 16kb to 32kb so you can use larger configs.
Removed quotes around cvar name when printing its value.
Team ignore list now not used if teamplay on server is 0.
You can always use cl_truelightning, skyboxes, fbskins and fullbrights on 24bit textures during demo playback and on local server.
Disabled alpha channel on conback's (conalpha still works).
Water caustics and water surface warping are much smoother.
Made caustics light move through water a little (8%) slower.
Serverinfo maxfps key is no longer capped at 120 fps.
Removed weapon_interpolate and player_interpolate and added gl_interpolate (value of 1 = interpolate player model only, 2 = weapons only, 3 = both).
'cd' command prints usage statement when appropriate.


Last edited by fuh on Sun Oct 06, 2002 6:27 am; edited 40 times in total
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neooffs



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

PostPosted: Fri Sep 20, 2002 1:10 pm    Post subject: Reply with quote

great new build! it can be the version 0.24 because the many improvements Wink

and fuh, with your idea to put a menu in demo player, I ask you for a feature.... to people modify the binds when are playing any demo, can you put a variable indicating that has a demo playing? or execute demo.cfg, or whatelse...

good job fuh, thanks and sorry for the gramatical errors Wink
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Fri Sep 20, 2002 3:05 pm    Post subject: Reply with quote

neooffs wrote:
great new build! it can be the version 0.24 because the many improvements Wink

and fuh, with your idea to put a menu in demo player, I ask you for a feature.... to people modify the binds when are playing any demo, can you put a variable indicating that has a demo playing? or execute demo.cfg, or whatelse...

good job fuh, thanks and sorry for the gramatical errors Wink


later but not now. remind me in 2 months Smile
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meumail



Joined: 09 Sep 2002
Posts: 18

PostPosted: Fri Sep 20, 2002 11:47 pm    Post subject: Reply with quote

Do you that have version downloadable?
The version on the page still is the old 0.23, and some of the new stuff will rulle good Very Happy
By the way, I also agree that you could call it 0.24 to avoid confusions.

By the way, thanks, great job.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Fri Sep 20, 2002 11:59 pm    Post subject: Reply with quote

if i called it 0.23, it would have a new build number.

its not released yet. see the topic.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Tue Sep 24, 2002 5:43 am    Post subject: Reply with quote

btw, that list up the top keeps getting updated. seems like it will be 0.24 at this rate.
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neooffs



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

PostPosted: Tue Sep 24, 2002 7:43 am    Post subject: Re: ----> New FuhQuake (small update) Out Soon Reply with quote

fuh wrote:
Disabled alpha channel on conback's (conalpha still works).


disabled even if fuhquake is conected?
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Tue Sep 24, 2002 8:42 pm    Post subject: Reply with quote

i'm not quite sure why anyone would want an alpha channel on a conback anyway? :)

as fuh says conalpha still works anyway for seeing through it
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neooffs



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

PostPosted: Tue Sep 24, 2002 11:27 pm    Post subject: Reply with quote

with alpha channel I can do cool effects :\
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Wed Sep 25, 2002 7:28 pm    Post subject: about 32b textures and fullbrights Reply with quote

about the fullbrights and external textures.
interesting option:
use the internal texture to disable/enable pixels from external textures for fullbrights. As the internal texture fullbrights act as a "mask" to able fullbrights in the external one.
maybe :/
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neooffs



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

PostPosted: Thu Sep 26, 2002 11:35 pm    Post subject: Re: about 32b textures and fullbrights Reply with quote

Telejano wrote:
about the fullbrights and external textures.
interesting option:
use the internal texture to disable/enable pixels from external textures for fullbrights. As the internal texture fullbrights act as a "mask" to able fullbrights in the external one.
maybe :/

great idea!!! fuhquake can calculate the percentage of fullbright in original textures and enable it in 24bits textures!
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Thu Sep 26, 2002 11:42 pm    Post subject: Re: about 32b textures and fullbrights Reply with quote

neooffs wrote:
Telejano wrote:
about the fullbrights and external textures.
interesting option:
use the internal texture to disable/enable pixels from external textures for fullbrights. As the internal texture fullbrights act as a "mask" to able fullbrights in the external one.
maybe :/

great idea!!! fuhquake can calculate the percentage of fullbright in original textures and enable it in 24bits textures!


I have an idea !! Howabout you or someone else makes a 24bit texture for say health packs, with exactly (or less) the same percentage fullbright pixels as the original 8bit skins. Then do it for all health, megahealth and ammo, and then I'll add it in.

To begin with you will need to calclate the fullbright pixels percentage on all the 8bit textures so that you will know how much you have to work with. Practical .
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Fri Sep 27, 2002 12:29 am    Post subject: Reply with quote

this is gonna sound stupid, but seeing as someone can compile fuhquake with fullbrights on 24 bit enabled quite easily and it 'll look exactly the same as anyone else using fuhquake on a server is there any point disabling fullbrights? :)

and anyway fullbright skins are defaultish nowadays, and for anything else e.g. sentry, u'll know where it is in the shadows after its fired at you once anyway and then u'll know where it is till its destroyed, so it wont really make much difference :P
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Fri Sep 27, 2002 12:43 am    Post subject: Reply with quote

oldman wrote:
this is gonna sound stupid, but seeing as someone can compile fuhquake with fullbrights on 24 bit enabled quite easily and it 'll look exactly the same as anyone else using fuhquake on a server is there any point disabling fullbrights? Smile

and anyway fullbright skins are defaultish nowadays, and for anything else e.g. sentry, u'll know where it is in the shadows after its fired at you once anyway and then u'll know where it is till its destroyed, so it wont really make much difference Razz


Fullbright sentry guns, dispensers, floors, walls, armour, eyes (when invisible), powerups will never be allowed in fuhquake without some sort of %-fullbright restriction. Yes people can cheat if they want to modify the client, but I'm not adding the cheats in for them.
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Zero



Joined: 16 Sep 2002
Posts: 30
Location: none

PostPosted: Fri Sep 27, 2002 3:32 am    Post subject: ya oldman... Reply with quote

lets just make it easier for people to cheat.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Sat Sep 28, 2002 5:46 am    Post subject: Reply with quote

Added fully working mvd playback. That took me a lot of effort so I'm gonna be taking a break for a while and completely ignoring all feature requests Smile

There's a few (somewhat amateur) movies made with mvd's up for grabs on the front page : fuhquake.net .
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DarkAngel



Joined: 13 Sep 2002
Posts: 62

PostPosted: Sat Sep 28, 2002 10:20 am    Post subject: Reply with quote

re: viewmodelsize

It works more like viewmodeldistance. It doesn't shrink the model, it puts it closer/further from you.

It would be great if this command could be renamed to viewmodeldistance <or something like that>, so we can have the model as close or far away as we like, there are a lot of models that have texture/model detail you can't see because it's too close to the player.

And add another command, r_viewmodelsize that shrinks the actual drawn model size.

Let me know what you think of this when you come back from your hiatus.
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Sat Sep 28, 2002 9:41 pm    Post subject: Reply with quote

r_viewmodelsize doesnt shrink it, it just changes the distance, its a bad name but it does the right thing. think of size as how much of it you can see and then its a good name.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Sat Sep 28, 2002 11:15 pm    Post subject: Reply with quote

Quote:
Fullbright sentry guns, dispensers, floors, walls, armour, eyes (when invisible), powerups will never be allowed in fuhquake without some sort of %-fullbright restriction. Yes people can cheat if they want to modify the client, but I'm not adding the cheats in for them


it involves removing one if statement in the code :/

anyway people can already use modified sentry guns / armour models etc. which can have fullbright 8bit skins and still work fine in game? [/quote]
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2077

PostPosted: Sat Sep 28, 2002 11:40 pm    Post subject: Reply with quote

you can do many many cheats with just changing one line of code.

you can change models, but they will come up in f_modified (in fuhquake they will, but not in mquake). you can change client code, but it won't be authenticated with validate_clients.
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