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Unofficial "ProQuake" 3.70 - Stable

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  • Baker
    replied
    This thread has been locked in favor of the following thread to avoid confusion:

    http://www.quakeone.com/forums/showthread.php?t=2590

    Post comments/questions/problems in the above thread.

    Leave a comment:


  • Baker
    replied
    Thanks for info and the detail, can I get some more information?

    1. Was the chaos that caused the crash in single player or online multiplayer?

    2. IF single player: was it a custom map or standard id maps? If custom, what one? (Some custom maps approach entity limits like CMC and chaos like a whole bunch of particles everywhere will break Quake's [and therefore ProQuake's] limit and crash it).

    3. IF not a single player custom map: Does glpro376 or 377 work on your system?

    4. IF not a single player custom map: If you have used ProQuake 3.50, do you have similar problems with wqpro?
    Last edited by Baker; 07-02-2007, 01:19 AM.

    Leave a comment:


  • Alothrysis
    replied
    [Video Mode]

    Current Mode In Pixels 1024x768x32 bpp
    Primary Display Adapter NVIDIA Vanta/Vanta LT (Microsoft Corporation) (1)
    Resolution Width X 1024
    Resolution Height Y 768
    Color Setting (True Color)
    Vertical Refresh 75 Hz

    [System]

    Windows XP 5.1 build 2600 (Service Pack 2)

    CPU Clock Speed 1.0 GHz (Gigahertz)
    Memory Usage % 25 % used
    Total Physical RAM 785,904 Kbytes
    Total Available RAM 588,004 Kbytes
    Processes Running: 27

    D3Dpro and wqpro 376 & 377 both crash on my setup if too much chaos is going on

    Leave a comment:


  • PapaSmurf
    replied
    well, the stair step thing is only a problem because of high maxfps, and since glquake doesn't have a high maxfps option, you can't really test it there. So, i don't really see any problems with this "fix".

    Leave a comment:


  • Baker
    replied
    Originally posted by PapaSmurf View Post
    So, i found something else that is bothersome to me, but not too big of a deal. It seems that in single player (or listen server), when going up stairs in proquake (unofficial and official) the screen effect acts like a step input and is not smooth. This only happens with a relatively high maxfps (i'm at 300), and only in single player; it is not noticeable online at, from what I can tell (probably due to the sys_ticrate). I tested this in qrack and darkplaces, and it doesn't behave the same way, it's a much smoother transition when going upstairs, almost like a ramp function.
    There is a stair step fix in those engines. I have the think about this some more but I will probably add it and have it only on when (optional) interpolation is on (I may add this tonight .. I wasn't sure whether or not to add interpolation).

    One question I am wondering is where to draw the boundaries of this. This is supposed to be just a little clunky as it supposed be GLQuake-ish and ProQuake-ish.

    I want to keep the raw 1999 feel, just without the headaches and painfully distracting bugs (the ALT-TAB problem caused me grief for years).

    Originally posted by Canadian*Sniper View Post
    LordHavoc told me that fixing this wouldn't effect the player's aim on a proquake server. Hence darkplaces clients playing on proquake servers.
    Yeah, I added it in. I'm just careful. I completely trust LordHavoc.

    Leave a comment:


  • PapaSmurf
    replied
    So, i found something else that is bothersome to me, but not too big of a deal. It seems that in single player (or listen server), when going up stairs in proquake (unofficial and official) the screen effect acts like a step input and is not smooth. This only happens with a relatively high maxfps (i'm at 300), and only in single player; it is not noticeable online at, from what I can tell (probably due to the sys_ticrate). I tested this in qrack and darkplaces, and it doesn't behave the same way, it's a much smoother transition when going upstairs, almost like a ramp function.

    Leave a comment:


  • Canadian*Sniper
    replied
    Originally posted by Baker View Post
    I am a very conservative player, so I plan to think about the implementation of this fix very carefully as I know the slightest change could affect a veteran player's aim.
    LordHavoc told me that fixing this wouldn't effect the player's aim on a proquake server. Hence darkplaces clients playing on proquake servers.

    Leave a comment:


  • Baker
    replied
    FitzQuake has GLQuake aim (that is an angle calculation), but it feels like DP mouse movement to me. Either way, I'll investigate and find out why DarkPlaces mouse movement is so nice and smooth.

    Leave a comment:


  • Monster
    replied
    I tried Fitzquake .80. I don't remember it having DP aim. really old-skool client. I liked it. Good FPS too.

    Leave a comment:


  • Baker
    replied
    I'll think about adding that as an option. FitzQuake feels like it has DarkPlaces mouse movement. Once you use DarkPlaces mouse movement, you really don't want to go back.

    Leave a comment:


  • Monster
    replied
    oh maybe you can add an option to enable/disable DP mouse movement ?

    Leave a comment:


  • Baker
    replied
    Well, Monster ... I meant DarkPlaces style aim calculation, not the DarkPlaces mouse movement (although I have to say DarkPlaces mouse movement is awesome).

    Leave a comment:


  • Monster
    replied
    Yeah, PQ aim is too swimmy for me.. feels accelerated and weird. DP, you move your mouse where you want, and it goes there.

    Leave a comment:


  • Baker
    replied
    Originally posted by PapaSmurf View Post
    what is darkplaces high precision aim, and how is it different than proquake's high precision aim?
    Most servers use ProQuake, but not all of them. If you connect to a Clan Rum server (the servers run Unixded) or WhiteHot or IHOC or any non-ProQuake server, you will notice in a ProQuake client that your aim isn't precise like it is on a ProQuake server and your aim is the noticeably inaccurate GLQuake type of aim.

    Quake's formula for calculating the angle of a shot is wrong. The ProQuake fix for this problem was to increase the size of the divisor, making the formula still wrong but with a larger divisor it is wrong by a smaller amount.

    LordHavoc corrected the actual formula and it works on every server and is more precise than ProQuake aim. This is why DarkPlaces clients have precision aim on every server.

    I am a very conservative player, so I plan to think about the implementation of this fix very carefully as I know the slightest change could affect a veteran player's aim.

    also, i get a lot of graphic artifacts with your proquake that I don't get with proquake 3.50 or qrack.
    I'm certain that this is related to brightness control fix, which is really the only rendering change. When I restore it to the original ProQuake formula for 3.80, it will be exactly like GLQuake/GL ProQuake again.

    Leave a comment:


  • Monster
    replied
    Baker - cool, I'll try out PQ again when you get in the DP aim.

    Leave a comment:

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