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02-18-2011, 02:59 AM
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#11 (permalink)
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Code Monkey
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One annoying thing...
Code:
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
That last 1 should be 0.
1 enables mouse acceleration, and whenever i load engineX the "Enhanced Pointer Percision" check box in my mouse settings for Windows7 gets set ON  .
This will stay ON until I manually turn it off. I dont think WindowsXP is affected by this, though.
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02-18-2011, 05:15 AM
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#12 (permalink)
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Chthon
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Originally Posted by R00k
One annoying thing...
Code:
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 1};
That last 1 should be 0.
1 enables mouse acceleration, and whenever i load engineX the "Enhanced Pointer Percision" check box in my mouse settings for Windows7 gets set ON  .
This will stay ON until I manually turn it off. I dont think WindowsXP is affected by this, though.
Thanks R00k. Yeah, I know about this flaw. ProQuake doesn't have the issue, but I haven't updated Engine X to remove the issue. Who knows maybe I'll do yet another update today to resolve that issue. Might fix the menu issues too.
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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02-18-2011, 06:32 AM
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#13 (permalink)
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Chthon
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Thanks for the update Baker (and the nod on the front page  ). I must confess that although the RJ bug had me switching back to PQ occassionally, it was becoming instrumental in the way I continued to mistakedly "grenade" myself when in a DM  , I haven't lost the faith and I shall dl the new version and test this as best I can over the weekend.
Just an aside, and I'm guessing the answer if going to be a resounding "That's only possible within DP", but at some point in the future (so no pressure here  ) will EngineX be able to support some of the impressive texture updates we have seen from Oppee, Seven, and co? Not hassling, just curious
Keep up the good work - I for one really do appreciate it.
Kind regards
Monty
P.S. You're right about Pol, he does things a T1000 can only dream of
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Mr.Burns
2 Mods to rule them all: Quake Deathmatch Plus thanks to [DMPC]Crunch (v1), Zop (v2) and Painkeep.
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Last edited by Mr.Burns; 02-18-2011 at 09:47 AM..
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02-19-2011, 04:43 AM
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#14 (permalink)
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Axe Man
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I like how it all looks. Good work. My only note for now would be that main menu seems to be messed up  .
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02-20-2011, 10:04 AM
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#15 (permalink)
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Shalrath
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baker im running this and it's good but the texture quality is at the minimum. I tried gl_picmip and gl_playermip and gl_texturemode. what is the command to increase texture quality (because the menu is messed up and the option to select tex quality via the slider bar (0-3) is missing).
Help!
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02-20-2011, 03:11 PM
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#16 (permalink)
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Code Monkey
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Trilinear filtering is set using gl_texturemode gl_linear_mipmap_linear. <-- better quality
Bilinear filtering is the GLQuake default at gl_linear_mipmap_nearest.
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02-20-2011, 03:45 PM
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#17 (permalink)
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Shalrath
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i figured out the problem. I created a new quake directory and put enginex 4.64 in that. It works fine now. I'm really impressed with the speed and graphics of it. The shotgun dust and the blood mist is the only bad part. And no blood stains on the gorund
Overall it runs smoothly and looks great! I really like the r_novis and wateralpha with the fog and water effects. Looks really good, and plays fast. Fix the shotgun white dust and the blood mist in the trails and make some blood stainmaps, and this will be great!
More high detailed gore please!!!
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02-20-2011, 07:09 PM
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#18 (permalink)
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Chthon
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TV, I'm glad you are liking it. More work has yet to be done. I want to super-simplify the menu and have it use intelligent settings for DM versus single player. I'm trying to thin down the number settings.
And then I will be adding some "blow your mind" features I have already written and some that are in my head or have been written up on paper. I don't want to spoil anything by talking about them, but I have invested a ton of time on engine R&D in the last 2 years.
I need to complete the tournament mod and finish the new more secure ProQuake server before this gets the majority mind-share of my attention.
__________________
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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02-21-2011, 06:09 AM
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#19 (permalink)
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Knight
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I've started using Engine X lately..... but the sound doesn't work o.o am I missing some console command or anything, people creeping up on me is no bueno
**edit**
false alarm! didn't realize the power flicked and cut my speakers off lol, gonna return to the corner and cry
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03-01-2011, 12:12 AM
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#20 (permalink)
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Chthon
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I'm starting to like this as well, but I still have a few issues:
1. The menu still needs fixed... but you know of this already
2. Whether by design or not, there's a lot of missing effects. The screen doesn't flash or shake when you get hit, there's no glow from the quad/pent/ring, etc. I can see why some people would prefer it this way, but I would like to see an option in the menu to turn this on/off.
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