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proquake *optional* replacement textures support

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  • #16
    well, right now, pq is working the best "feel"-wise. i love qrack, but for some reason i'm not getting as good movement/aiming as i am with pq ... again, no idea why. im using cm storm spawn mouse, but i've disabled all fancy stuff and it's pretty much just a standard windows hid mouse device at this point. os is win8, but again ... why is pq so much smoother for me vs the other engines ? no clue. i definitely want the external textures because i've got this great gfx card, hence my request in this post ... i.e. everyone will have their preference when it comes to engine because everyone is different and their setups are different ... which as you might be suggesting ... could also impact the game play. so, why not just make all engines support external textures and let the user pick whichever ones feels best for him ... again, depending on both his play and his setup (pc, os, cfg, etc).

    what's fullbright skins ? makes enemy larger and glowy-er ? no wonder he does so well these days

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    • #17
      In multiplayer the physics, movement, etc are all running on the remote machine, so any difference you may percieve is purely placebo. Where clients can differ is in their handling of input, but once input is read and transmitted to the server, everything else is likewise identical.
      IT LIVES! http://directq.blogspot.com/

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      • #18
        client->server packet rates, framerates/vsync, micro stalls, mouse acceleration, interpolation, sensitivity, mouse smoothing, the 'wait' command.
        even non-round sensitivity values can give different results in different engines.

        Yeah, its purely serverside...
        Doesn't feel like it.
        Some Game Thing

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        • #19
          Lol Spike. Like I said, I wish it was actually only me, then I can "definitely" chalk this up to something I'm doing wrong. However, the fact that we have people scattered between pq, qrack, dq, and do shows that it's probably a combination of both the person's gameplay and their hw/os setup. So, each picks the client that feels the best for them. Does fteqw do netquake ? If yes, then I have another one to pick on, err try

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          • #20
            Yes it does, and I prefer the mingl version myself.

            All i can say is pick an engine u find with what u want feature wise and learn to adapt to the mouse "feel".
            Like like buying a new car. You cant bitch at BMW cause your steering wheel "feels" odd, can you?

            Also use pq_drawfps 1 and then show_fps in qrack and (whatever command the others have) to show your fps rating.
            Also is it a ps2 mouse or a usb? Do u have it set to 500hz or standard?
            Personally, I cant feel any diff from non dinput proquake and non dinput qrack. The only reason to use directinput to me is to gain extra mouse buttons.
            But you can do this with Raw input too. So.... as long as mouse acceleration is OFF, i think your fine for what ever client you use.

            Oh and having a super duper gfx card means nothing if your wanting 24bit textures. It's just having enough memory on the card.
            Last edited by R00k; 12-14-2012, 11:59 PM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #21
              Yes it does, and I prefer the mingl version myself.

              [kt] interesting. i thought i've tried every netquake engine out there ... i'll dload and give this one a shot.

              All i can say is pick an engine u find with what u want feature wise and learn to adapt to the mouse "feel".
              Like like buying a new car. You cant bitch at BMW cause your steering wheel "feels" odd, can you?

              [kt] i think you might have a point here as i've spent almost all my early/learning years on pq -- qrack wasn't around then. if this is the case, then this request is for those that have "grown up with"/adapted with pq.

              Also use pq_drawfps 1 and then show_fps in qrack and (whatever command the others have) to show your fps rating.

              [kt] i've done this and the "only" engine that gives me a constant max fps (i have it set to 400) is dq. all other gl implementations (might be related to gl i suppose) vary between 200 and 400 during gameplay.

              Also is it a ps2 mouse or a usb? Do u have it set to 500hz or standard?

              [kt] usb with all advanced features turned off. i'll double check the polling rate, but i suppose it's whatever the mouse driver's default is, but again, pq plays better (multiplayer tdm performance) than others with the same mouse. this is the mouse -- CM Storm Products: Spawn.

              Personally, I cant feel any diff from non dinput proquake and non dinput qrack. The only reason to use directinput to me is to gain extra mouse buttons.
              But you can do this with Raw input too. So.... as long as mouse acceleration is OFF, i think your fine for what ever client you use.

              [kt] it's not just the mouse feel, but the overall gameplay performance. i'm not sure i notice the diff myself either. all i know is that i move faster, aim faster and better and play better overall with pq in tdm matches than with other clients. again, you might have a point with the bmw analogy.

              Oh and having a super duper gfx card means nothing if your wanting 24bit textures. It's just having enough memory on the card.

              [kt] card has 1gb ram - i hope this is enough for q1 with 24bit textures

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              • #22
                wow. fteqw works! there is one important test that i do with all clients to check compatibility with pq -- the rocket jump script. fteqw passes with flying colors. rj on dp does not work -- there is an entire thread with bay talking about this. so, canned rj script support = pq, qrack, fteqw for gl (it works in dq as well).

                unfortunately, there is one key missing piece for fteqw -- locs support. maybe it's there and i just don't know the command to enable it, but out-of-the-box, it doesn't work. also, looks like texture locations are different -- hud, fonts, etc. -- need to figure out where these are for this engine. the engine itself looks neatly compartmentalized as well -- https://fteqw.svn.sourceforge.net/sv...n_1_00/engine/ -- the gl vs dx code are isolated in their own dirs ... without digging any deeper, it seems to suggest that the core client code is render-neutral with the actual build determining which drawing code gets used.

                spike - is this engine still being actively worked on ?

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                • #23
                  @kiling
                  oh yeah, fteqw is very actively developed still.

                  spike updates it regularly, and if you have a bug or such that you found, he'll jump in and fix it within a couple of days, or hours even sometimes
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

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                  • #24
                    splitter - are you serious or just joking around ? hard to tell with the sarcasm sometimes in these forums

                    if serious, then i want locs support asap!

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                    • #25
                      The locs are not ProQuake loc support, FTE is a QuakeWorld client 1st. There are ALL TDM locs available for QW.


                      HERE ->>> QW LOC FILE
                      Last edited by R00k; 12-15-2012, 10:10 AM.
                      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                      • #26
                        @killing
                        fte should have loc support... at least QW loc support anyway.
                        loads eg "locs/dm3.loc"
                        file contains a list of lines such as:
                        X Y Z name of location goes here
                        and it favours the nearest.
                        use one of these to access it:
                        say %l
                        say $location
                        tp_autostatus "$ledstatus{$name $chealth @ $location}"
                        (the last one probably only works on qw servers with teamplay active - nq servers are assumed to have teamplay 0).
                        If locs don't work for you, try a public server?
                        I'll see if I can do anything to cope with proquake using the wrong sort of locs...

                        yeah, I'm still hacking away at fte. generally with huge mega commits (that I really should stop doing), so changes tend to come in bursts.
                        loosing the software renderer means that the rest of the code doesn't really have to care whether its gl or d3d - its all just textured triangles in the end anyway.
                        the mingl version apparently lacks NQ support, so beware of that.
                        Some Game Thing

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                        • #27
                          thanks rook.

                          never used qw locs. any reference on how to use within game ? i extracted your locs, but, of course, i'm using my pq binds for locs -- %l %r etc, where is the readme for the qw equivalent of these ?

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                          • #28
                            ok, found that there is loadloc command to load a loc, but is there a way to make the client load all locs automatically ? also, there is one bind that i use in pq -- %r = whether i have or need rl ... any equivalent for this one ? i guess a reference of some sort would be nice so i don't have to keep asking.

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                            • #29
                              try $need (or %u, which also means 'need'... somehow...).
                              also tweek the tp_need_* cvars so that it'll never report armour etc, or something.

                              all of the macros listed by the macrolist command are usable by prefixing with a $, which is also how you can expand cvars. Naturally, $ macros can be expanded in more than just say commands, but impulse and set etc too. Ensure that they're quoted if you want them inside an alias.

                              Regarding %/say macros, there's a sufficient list of them towards the end of this page: QuakeWorld for Freshies - note that this is documentation for the qizmo proxy and that fte doesn't support nNgCzZ, for one reason or another.
                              Some Game Thing

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                              • #30
                                Whoa, thanks a lot Spike! I got some minor reading and config to do. By the way, just for the heck of it, I grabbed a copy of the source and ran it through vs2012 - compiled and ran without any problems. Also ... To push it a bit further, I tried generating a 64bit exe and ... It did and it works! Not sure if there are any limitations/problems with 64bit, but it did solve one problem - alt-tab would crash the win32 version, but the 64bit version kept going like a champ.

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