Announcement

Collapse
No announcement yet.

Turning off Gibs/Dead bodies GLPRO

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Monster
    started a topic Turning off Gibs/Dead bodies GLPRO

    Turning off Gibs/Dead bodies GLPRO

    Does anyone know the console command(s) (if there are any) to turn off gibs/blood and dead bodies in the GLPRO client?

    The reason I'm asking this is that I am running on a fairly old comp, amd athlon 750 mhz (hoping to upgrade to amd athlon 64 2.2ghz), 384 mb RAM (upgraded from 12, nvidia geforce fx 5500 256 mb (upgraded from ati rage 128 64mb). I've already used gl_picmip 2, and gl_playermip 999. I still get a little bit of frame loss in big firefights. My pq_maxfps is set to 100, and the resolution is 640x480, which I have no intent on changing.

    Are there any other little tweaks like those mentioned in the first two paragraphs that can squeeze out a few extra frames??

    Thanks,

    Monster

  • Sajt
    replied
    You can only see people in the water if the server is using revised maps as well. The server doesn't send entities that aren't visible from the player's vis leaf. If the server is using *real* maps and your client is using revised maps, you might see particles or dlights or the player sometime, but they will probably wink out alot (as will the items underwater).

    By the way, 'vising' doesn't actually refer to the revised maps for transparent water. Vis is the map compilation process that allows the engine to only draw entities that are more or less visible to the player's location. Revised maps simply ignore the water as a blocking surface.

    Leave a comment:


  • foq
    replied
    Im not talking about particles, Im talking about seeing someoe that's in the water. In FvF you can see this, but FvF is mostly coop, but gives a littlke too much advantage in DM, one less save haven...

    Leave a comment:


  • Monster
    replied
    Yeah, that was another reason people always call me a bot, because like I said you can see certain particles coming off of them while they are in the trans water..

    Leave a comment:


  • foq
    replied
    There's a waterhack for win clients, but that removes only the water texture (and you cant actually SEE the water) and slime and lava are left alone. As with vispatching, all 3 are taken care of and it looks very nice, you can see the water but also kinda see who's in there too...

    Leave a comment:


  • Sajt
    replied
    Yeah, that crazy vising. Which software engines don't have. Wait a minute?

    Leave a comment:


  • foq
    replied
    I hear ya. Somtimes I like to use a win client such as joequake to escape all of the gl quakey nonsence, such as vissing.

    Leave a comment:


  • Monster
    replied
    Good suggestion foqer, but I want to be able to play CA.

    Leave a comment:


  • foq
    replied
    You can get a vispatch at quaketerminus.com/tools.htm that loads r_novis 1 into your Quake without performance degrade but it won't let you on cheatfree. MMph.

    Leave a comment:


  • Monster
    replied
    WOOT!!!! Thanks you lardarse (and t3h foq3r)!!! I turned off r_novis 1 and r_wateralpha, and ran the game in glpro and it was incredibly smooth at a constant 60 FPS!! I didn't even have to turn on gl_picmip 999 and gl_playermip 999 (it looks like total crap that way, and the players look like blobs of color moving around)!

    Now I can finally obtain my full power on this computer. Thanks to baker also for fixing my r_drawviewmodel problem too, now the weapon shows up in glpro.

    Only bad thing is, I won't be able to see underwater, and thus not be able to predict better where my enemies might be. But this won't help in CA (ra allows trans water ), since its a cheat-free server, and transparent water is not allowed. And in runequake, if someone is being hurt by radioactivity (or if they have berserker, or they are being hurt by fire I believe), you can see the little yellow or red dots (but not the player) in the transparent water, and shoot there to kill them.

    Leave a comment:


  • Monster
    replied
    JoeQuake doesn't have a security module does it? Can you access cheat-free servers with it?

    Thanks for the info baker, and tip about r_novis 1 lardarse. That may have been causing my problem all along, I'll look into it.

    Leave a comment:


  • Lardarse
    replied
    r_novis 1 causes major slowdowns for me on some maps... and I have a P4 2.8

    It's just a case of deciding if you want to be dealing with it...

    Leave a comment:


  • foq
    replied
    Take r_novis 1 out. That will cripple your machine if you have an older one, but at 750 mhz that shoulant' be a problem...
    take it out to squeeze a drop more of performance out.

    Leave a comment:


  • Baker
    replied
    I tried your config, and in GLPRO it displayed the gun but it in WQPRO it did not.

    Here is the answer ...

    WinProQuake stopped drawing my weapon model if FOV > 90.

    I tried joequake.exe (the NON-GL version of JoeQuake) and the weapon was drawn even at FOV 108.

    Options:

    1. Live with no weapon being drawn in wqpro.
    2. Switch from wqpro to glpro
    3. Switch to joequake.exe (http://joequake.quake1.net )

    Software JoeQuake is just as high performance as WQPRO, except it doesn't have IPLOG or Loc support ("I am at Red Armor with 0 armor and 37 health".)

    Has ping in scoreboard just like ProQuake, demos and maps menu and a variety of crosshairs (0-6) built into the client plus a server list capability and in-game Quake Name maker plus the entire keypad is bindable!

    Leave a comment:


  • Monster
    replied
    I tried changing the resolution to 640x480, but I still had the same problem. Here is my autoexec. cfg:

    +mlook
    exec name.cfg
    color 4
    gl_flashblend 0
    r_dynamic 0
    gl_polyblend 0
    sensitivity 14
    pq_maxfps 100
    sv_aim 2
    scr_conspeed 32700
    m_pitch .022
    bind shift "impulse 7"
    bind mouse2 "impulse 8"
    bind ins "impulse 6"
    bind del "+hook"
    bind enter "rune-use"
    bind \ "rune-delete"
    bind z "say ROAR!"
    r_novis 1
    v_kicktime 0
    v_kickpitch 0
    v_kickroll 0
    cl_bob 0
    cl_rollangle 0
    cl_bobup 0
    cl_bobcycle 0
    cl_forwardspeed 999
    cl_movespeedkey 999
    cl_sidespeed 999
    cl_upspeed 999
    cl_backspeed 999
    r_waterwarp 0
    crosshair 1
    pq_waterblend 0
    gl_doubleeyes 1
    r_wateralpha 0.5
    sv_maxspeed 999
    fov 101
    r_drawviewmodel 1

    Config.cfg:

    bind "TAB" "+showscores"
    bind "ENTER" "rune-use"
    bind "ESCAPE" "togglemenu"
    bind "SPACE" "+jump"
    bind "+" "sizeup"
    bind "," "+moveleft"
    bind "-" "sizedown"
    bind "." "+moveright"
    bind "/" "impulse 10"
    bind "0" "impulse 31"
    bind "1" "impulse 1"
    bind "2" "impulse 2"
    bind "3" "impulse 3"
    bind "4" "impulse 4"
    bind "5" "impulse 5"
    bind "6" "impulse 6"
    bind "7" "impulse 7"
    bind "8" "impulse 8"
    bind "9" "impulse 30"
    bind "=" "say_team %a%h%l%p%R%F %r"
    bind "[" "IMPULSE 33"
    bind "\" "rune-delete"
    bind "]" "IMPULSE 32"
    bind "`" "fvf_chat;toggleconsole"
    bind "a" "+lookup"
    bind "c" "rune-tell"
    bind "d" "+moveup"
    bind "f" "flashlight"
    bind "g" "impulse 7"
    bind "h" "impulse 23"
    bind "i" "messagemode"
    bind "l" "exec name.cfg"
    bind "m" "messagemode2"
    bind "o" "messagemode2"
    bind "q" "rune-delete"
    bind "r" "impulse 6"
    bind "t" "fvf_chat;messagemode"
    bind "w" "impulse 5"
    bind "x" "rune-use"
    bind "z" "say ROAR!"
    bind "~" "toggleconsole"
    bind "BACKSPACE" "IMPULSE 34"
    bind "UPARROW" "+forward"
    bind "DOWNARROW" "+back"
    bind "LEFTARROW" "+moveleft"
    bind "RIGHTARROW" "+moveright"
    bind "ALT" "+strafe"
    bind "CTRL" "+jump"
    bind "SHIFT" "impulse 7"
    bind "F1" "help"
    bind "F2" "connect quake.shmack.net:26002"
    bind "F3" "connect bda.essentrix.net:26000"
    bind "F4" "connect quake.intertex.net:26000"
    bind "F5" "connect quake.shmack.net:26001"
    bind "F6" "impulse 18"
    bind "F7" "impulse 15"
    bind "F9" "echo Quickloading...; wait; load quick"
    bind "F10" "quit"
    bind "F11" "zoom_in"
    bind "F12" "screenshot"
    bind "INS" "impulse 6"
    bind "DEL" "+hook"
    bind "PGDN" "+lookup"
    bind "END" "impulse 2"
    bind "MOUSE1" "+attack"
    bind "MOUSE2" "impulse 8"
    bind "MOUSE3" "impulse 2"
    bind "MOUSE4" "impulse 2"
    bind "MWHEELUP" "impulse 10"
    bind "PAUSE" "pause"
    joystick "0"
    pq_smoothcam "1"
    pq_moveup "0"
    pq_noweapons "no weapons"
    pq_weapons "SSG:NG:SNG:GL:RL:LG"
    pq_ring "eyes"
    pq_pent "pent"
    pq_quad "quad"
    pq_needrox "I need rockets"
    pq_haverl "I have RL"
    pq_needrl "I need RL"
    m_side "0.8"
    m_forward "1"
    m_yaw "0.022"
    m_pitch ".022"
    sensitivity "14"
    lookstrafe "0"
    lookspring "0"
    cl_backspeed "999"
    cl_forwardspeed "999"
    _cl_color "68.000000"
    _cl_name "ܯOܯs3 "
    viewsize "100.000000"
    _snd_mixahead "0.1"
    bgmvolume "1.000000"
    volume "0.100000"
    vid_window_y "0"
    vid_window_x "0"
    block_switch "0"
    vid_windowed_mode "0"
    vid_fullscreen_mode "3"
    _windowed_mouse "1"
    vid_stretch_by_2 "1"
    vid_config_y "600"
    vid_config_x "800"
    _vid_default_mode_win "5.000000"
    _vid_default_mode "0"
    _vid_wait_override "0"
    vid_nopageflip "0"
    _config_modem_hangup "AT H"
    _config_modem_init ""
    _config_modem_clear "ATZ"
    _config_modem_dialtype "T"
    _config_com_modem "1"
    _config_com_baud "57600"
    _config_com_irq "4"
    _config_com_port "0x3f8"
    saved4 "0"
    saved3 "0"
    saved2 "0"
    saved1 "0"
    savedgamecfg "0"
    gamma "0.650000"
    crosshair "1"

    Leave a comment:

Working...
X