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DirectQ 1.8.8

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  • Cobalt
    replied
    Pretty sure the format the all the engines will recognize is : track014.xxx
    the track has to be in 3 digit format.

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  • Baker
    replied
    I have music named track00.mp3 thru track04.mp3 in quake/id1/music and it doesn't play (in a map with the cd track indicated as #1 ... which should play track00.mp3 --- right, since 0 means no track? --- and if not should at least play track01.mp3).

    I tried a few other things (short of downloading the source code and looking through it) and it doesn't play

    This is DirectQ 1.9 ... any ideas?

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  • KillPixel
    replied
    Ah, I totally forgot about default.cfg, I'll just replace that, thanks!

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  • MH
    replied
    These are coming from default.cfg which is in your pak0.pak file. Out of bounds for me to play with.

    You can stick "unbindall" at the start of your autoexec.cfg and then copy your keybindings from config.cfg to after it. Of course that means that you'll be stuck with the keybindings and won't be able to change them as easily.

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  • KillPixel
    replied
    Pro, that's more customizable than I had expected

    One more thing I forgot to mention, and I'm not sure if it's just Quake behavior or DQ: When I rebind my keys, say jump for instance, I delete all old binding and bind only sapcebar to jump (default is enter and spacebar). When I restart quake both are bound, can I have just one key bound or is that just the way it is?

    Leave a comment:


  • MH
    replied
    Further investigation on the flickering.

    It's used for muzzleflashes and I can provide the reason why. Switch to the nailgun, super nailgun or any other rapid-fire weapon and shoot it. Rapid fire weapons are supposed to have this kind of effect.

    Anyway, I've cvar-ized the flicker rate (cl_flickerrate, default 10) so you can increase it if you like for a faster flicker or set to 0 for no flicker at all.

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  • KillPixel
    replied
    Nice! I'm really looking forward to the next release. DQ coupled with debugged maps...quake heaven.

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  • MH
    replied
    10hz flicker is done. I'd really like to decay dynamic lights at 10hz too, if a non-CPU intensive way could be found.

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  • KillPixel
    replied
    ah, that makes sense. I have yet to really try MP...I know I'd get spanked.

    Are you still planning on implementing that 10hz light flicker?

    BTW, I'd also like for a unicorn to be bundled with the next release, including saddle and bridle if possible.

    Leave a comment:


  • MH
    replied
    I can't put autoaim in the menu as it's a server cvar. If you're playing on a remote server (and it would be very fair to say that quite a high proportion of DirectQ's users use it for MP games) then the cvar is controlled by the server admin, not by you.

    Crosshairs could go in. The primary problem is one of presenting the crosshair image reasonably in the menu interface I have, but it's not unsolvable.

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  • KillPixel
    replied
    I'm not certain what bug that is...

    but it would be awesome if autoaim and crosshair options found their way to the option menu on the next release

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  • MH
    replied
    By the way - pretty certain that I've found the cause of that old sinking bug and it will be fixed in the next one!

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  • KillPixel
    replied
    ah, thank you sir.

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  • MH
    replied
    Play with the value of sv_aim.

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  • KillPixel
    replied
    Is there a way to disable autoaim?

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