What video resolution were you using?
640 x 480, but you get the same results in any resolution as far as I can tell.
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Unofficial "ProQuake" 3.70 - Stable
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Interesting. Yeah, I had that issue very early on in the software build and thought I fixed it. Easy enough to address.Originally posted by Megazoid View PostYou appear to have broken shootable entities
What video resolution were you using?
I spent more time testing the GL version because most of the issues were GL-only type of issues -- fov rendering fix, brightness controls, etc -- and the software renderer didn't need the attention that the OpenGL side of things needed.
Thanks for pointing this out.
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Did you even play test the WinQuake version Baker? You appear to have broken shootable entities lolz!
http://www.quaketerminus.com/temp/broken.dz
ProQuake version 3.70? Surely the only person that can upgrade ProQuake is Grossman....
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Somebody needs to make a texturless dm3 that isnt really a cheat and put it in a cf quake exe.
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That's the result of one of the view blends options in the advanced settings -- and I do need to work on that some more. I tried to make it simple but I need to work more on the "grouping" of the settings.
Thanks for your feedback Polarite.
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Baker ,u did a great job man !
Always liked glpro, and now u took it to the next level !
Some little bug I found while swimming in the water with head out of the water 50% ,see picture.
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I have sent an email to JPG (I hope the email address still works
) asking if this can be digitally signed for cheat-free servers. I also asked him if he was interested in handing over the ability to digitally sign the builds to Slot Zero, who pretty much maintains quake.crmod.com and who JPG knows.
I do think it would be nice to be able to use this engine on cheat-free servers. However, even if not, cheat-free isn't really cheat-free any more and changes coming in the future won't be very compatible with the existing nature of the cheat-free check.
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I'll ensure it looks exactly like ProQuake's flat lighting by the time this reaches 3.80.Originally posted by PapaSmurf View PostThe lighting in 3.70 (and darkplaces, for that matter) has a lot more shadows and is not as flat as proquake or winquake.
I like the flat lighting in ProQuake.
The lighting change was an unintended consequence of incorporating TyrQuake's method of using the brightness controls. Something I put in the readme that I need to do a little work on.
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The lighting in 3.70 (and darkplaces, for that matter) has a lot more shadows and is not as flat as proquake or winquake.
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Ok, here's the screenshot from 3.50:

...and from 3.70:

Edit: here is a screenshot from wqpro for comparriosn:
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It doesn't quite exactly match, I plan on working on this some more to get it to exactly match original ProQuake 3.50 because I want it to be identical.
It comes very close if you use -gamma x and have the brightness slider towards the low end.
Whatever -gamma # you use in the command line along with gamma 0.85 in the console; if that doesn't look close enough try reducing the -gamma # by 0.1. In one of the following updates I will get it to exactly match.
edit: Sure post your screenshots, you can upload them to imageshack or what not an link them in the post.
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Some clarification:
r_mirroralpha isn't supported by ATI's OpenGL drivers. It doesn't work on my Radeon.Originally posted by Phenomr_mirroralpha doesn't work (Im using ATI for video)
Quake does not save aliases. No Quake engine does (nor would you want it to, CAx and CRMOD and other mods send you countless aliases when you connect to those servers).Originally posted by Phenom View Postaliases get wiped when I close 3.70 & re-open (alias dredd "connect dredd.quakeone.com:26000")
Put any aliases you make into autoexec.cfg <--- the place for aliases.
Is your config.cfg read-only? That's the only thing I can think would be the cause.I had to reconfigure EVERYTHING (cl_bob, glflashblend, all my weapon binds etc...)
Do you have r_novis 1 set? Without r_novis 1, r_wateralpha does not work correctly except on vis'd maps (which few of us use because you can't play on cheat-free servers if you do this).r_wateralpha doesn't work (ATI... makes a weird 'feedback' effect)
I believe Qrack has some code from TomazQuake or something called automatic water transparency. Most engines don't have that code and neither does ProQuake.
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