lol I think MH accidentally typed
DirectRook when he meant DirectQrack. I had this on my todo list ever since the dx7 quake wrapper was released. As you can tell by the name "glQrack", dxQrack isnt a far stretch
I have had to retool my project config lately after switching from MSVC v6 to 2005 and then to 2008 express. I have gotten DIRECTJoe to compile today so adding MH's awesome DirectX wrapper is getting closer. One of my main issues though is getting Qrack to work on windows 7 without compatibility mode. I did update my SDK to version 7, i really hope libcurl isnt the main obstacle, as recompiling that library would be a huge endeavor! It loads but half the time during the load process it craps out.
a few things I've been working on lately:
fixed: old bug with pq_teamscores when a team had a negative score!
added: gl_powerupshell_size, to control the size of a model's polygon shell effect.
(default 0), range: 0 to 10.
fixed a bug with m_filter.
fixed: if sv_defaultmap is null ("") then Qrack will return with error :
Couldn't load map: 'mymap.bsp'. if map not found.
modified: gl_fogenable is set in worldspawn for maps that wish to autoload fog settings,
using gl_fogenable 2 forces current fog settings to carry over if the next map doesnt
have a fog key in worldspawn. This basically forces fog ON all the time.
added: scr_bloodsplat 0 | 1
shows bloodsplats on player's screens when being hurt.