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silverjoel
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Help > Quake Clients > FTE QW engine. Search Forums

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Unread 03-29-2017, 01:46 PM   #261 (permalink)
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@Spike

Spike, I repeat my question because I had a dream where the particles in fte were affected by the lights Is this possible?
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Unread 03-29-2017, 03:38 PM   #262 (permalink)
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like this? http://triptohell.info/moodles/junk/...03052828-0.png
technically those are merely lit sprites, but you can get the same result from particles with the same shader. That doesn't make it particuarly fast though.
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Unread 03-29-2017, 05:32 PM   #263 (permalink)
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Originally Posted by Spike View Post
@nahuel
like this? http://triptohell.info/moodles/junk/...03052828-0.png
technically those are merely lit sprites, but you can get the same result from particles with the same shader. That doesn't make it particuarly fast though.
really awesome!!!

any clue about the shader??
how is possible to add a shader to a particle? via some script?
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Unread 06-13-2017, 05:22 AM   #264 (permalink)
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music doesn't seem to work in demos. I type "playdemo demo1", and it plays without music. It works on stages though. Just curious why is that.

Would've been cool to make a run button an "unrun" button when always run is on. Quakespasm seems to do that, darkplaces and qte don't.

qte thinks I'm pressing c when I'm decreasing volume. Just like in darkplaces. More details here http://quakeone.com/forums/quake-tal...tml#post176024
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Unread 06-13-2017, 12:31 PM   #265 (permalink)
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try this
Code:
r_part tr_grenade { texture "textures/particles/myrtsmoke.tga" tcoords 0 0 1 1 1 0 0 step 10 scale 32 scaledelta 64 alpha 0.2 die 2.5 randomvel 30 veladd 15 rgb 255 255 255 gravity -12 scalefactor 1 blend rtsmoke }
@vibok
'playdemo demo1' plays music for me.

cl_run 1 with +speed will negate the effect of both. hurrah for q2isms.
alternatively just set cl_movespeedkey to 0.5.
FTE defaults to settings that are mostly achievable via the menus, so that mods that hack about with various cvar settings will still work properly, but yes cl_movespeedkey set to 0.5 would be a good idea for you.

for me, all multimedia keys report an (extended) scan code of 0. this is consistent with eg sdl2. If you wish to try working around it, you can try checking the wParam instead.
Really, if you want to handle multimedia keys then you should do it via WM_APPCOMMAND, because then you won't have some other background program changing volume too.

also, its fte, not qte. I've no idea where you got that from, but you seem to be repeating it.
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Unread 06-17-2017, 05:44 AM   #266 (permalink)
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What FTE stands for, by the way?
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Unread 06-17-2017, 06:18 PM   #267 (permalink)
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Originally Posted by vibok View Post
What FTE stands for, by the way?

I guess you haven't bothered to visit the engine's homepage, have you? It's written in plain text in the header...

Originally Posted by Spike View Post
or possibly just write some ssqc that allows rocket launchers to dig holes.
Uhhh, while that would be totally awesomesauce, la Red Faction, I wonder about the practicality of implementing something like that in Quake. From my limited tech knowledge POV, I don't see any other way than rebuilding each Quake map with AD breakables... which is probably a no-go for any sane person! If you ever manage to find a better way to do such a feature, I will to you forever and even possibly , even though I'm totally straight...
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Unread 06-18-2017, 01:44 AM   #268 (permalink)
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Forethought Entertainment QuakeWorld, okay

FTEQW - FTE QW (Fore Thought Entertainment) - That magical Quakeworld client. -- homepage

By the way 2, this page FTE QW - QuakeWorld Wiki mentions wiki on fteqw.org, but this site is something unrelated now. What happened to that wiki, is content lost?

EDIT: it's on the homepage too now, click "Wiki" at the left.
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