"Universal Servers" NQ Servers running every Open Source mod from Rocket Arena to Slide to The Lost Chapters to Navy Seals and Team Fortress to FFA deathmatch with 200 custom maps available?
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.
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> 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.
Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.
What's the preferred format for a fog setting, the way Fitzquake does it?
Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.
What's the preferred format for a fog setting, the way Fitzquake does it?
Hmm, earlier in this thread someone complained that they set gl_fogenable 1 in the console and after each map load he had to retype it. For FitzQuake if it's set in the world spawn its enabled otherwise it's disabled. This just allows the end user to play with fog on as they wish. If you really dont want fog enabled on your map, you can set this in worldspawn
"fog 0 0 0 0", which will work on any engine without modification.
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> 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.
Ouch. As a mapper, I'd be pretty pissed if some other map's massive fog was forced on mine.
Isn't that wasted time looking for a solution to a problem that doesn't exist? Hehe
fog doesn't save to a config. Someone would need to manually enter fog values in the console or put it in their autoexec.cfg intentionally.
Originally Posted by gnounc
Oh come on Baker, this is hardly fair, you know the status of at least a few of these for certain.
Ah, maybe. Maybe not. Sure things are the ones the have happened! A la "There are three horses who have never come in win, place, or even show. Their names are Coulda, Woulda, and Shoulda."
Besides, people find more interest in things that could happen than things that have happened -- people like the unknown!