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Unofficial "ProQuake" 3.70 - Stable

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  • Megazoid
    replied
    What video resolution were you using?

    640 x 480, but you get the same results in any resolution as far as I can tell.

    Leave a comment:


  • Baker
    replied
    Originally posted by Megazoid View Post
    You appear to have broken shootable entities
    Interesting. Yeah, I had that issue very early on in the software build and thought I fixed it. Easy enough to address.

    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.

    Leave a comment:


  • Megazoid
    replied
    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....

    Leave a comment:


  • exl_sT
    replied
    Somebody needs to make a texturless dm3 that isnt really a cheat and put it in a cf quake exe.

    Leave a comment:


  • Baker
    replied
    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.

    Leave a comment:


  • Polarite
    replied
    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.

    Leave a comment:


  • Baker
    replied
    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.

    Leave a comment:


  • DOOMchronage
    replied
    May be interested if it gets approved for cheat-free use.

    Leave a comment:


  • omicron
    replied
    sounds good baker now doctor my breasts kthx

    Leave a comment:


  • Baker
    replied
    Originally posted by PapaSmurf View Post
    The lighting in 3.70 (and darkplaces, for that matter) has a lot more shadows and is not as flat as proquake or winquake.
    I'll ensure it looks exactly like ProQuake's flat lighting by the time this reaches 3.80.

    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.

    Leave a comment:


  • PapaSmurf
    replied
    The lighting in 3.70 (and darkplaces, for that matter) has a lot more shadows and is not as flat as proquake or winquake.

    Leave a comment:


  • PapaSmurf
    replied
    Ok, here's the screenshot from 3.50:



    ...and from 3.70:



    Edit: here is a screenshot from wqpro for comparriosn:

    Leave a comment:


  • Baker
    replied
    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.

    Leave a comment:


  • PapaSmurf
    replied
    I can't get the lighting in glpro370 to match that of glpro (3.50). Are there any other lighting commands besides -gamma in the console and gamma in game?

    Edit: I have two screenshots to show what I mean.
    Last edited by PapaSmurf; 06-14-2007, 02:57 PM.

    Leave a comment:


  • Baker
    replied
    Some clarification:

    Originally posted by Phenom
    r_mirroralpha doesn't work (Im using ATI for video)
    r_mirroralpha isn't supported by ATI's OpenGL drivers. It doesn't work on my Radeon.

    Originally posted by Phenom View Post
    aliases get wiped when I close 3.70 & re-open (alias dredd "connect dredd.quakeone.com:26000")
    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).

    Put any aliases you make into autoexec.cfg <--- the place for aliases.

    I had to reconfigure EVERYTHING (cl_bob, glflashblend, all my weapon binds etc...)
    Is your config.cfg read-only? That's the only thing I can think would be the cause.

    r_wateralpha doesn't work (ATI... makes a weird 'feedback' effect)
    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).

    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.

    Leave a comment:

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