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Baker: I was running my tests on the dm.quakeone.com server. It's possible that it has to do with mouse input, but I would think that would only affect the precision of the crosshair. All I know is that in Qrack the aiming looks continuous, but in glpro I can see the stream of nails suddenly jump from one spot to the next after I have moved the crosshair enough to register a change in the nail trajectory.
It's really easy to test this out to see what I am talking about, just load up each client, goto dm.quakeone.com in practice mode, select the SNG and start firing. Now just move the mouse ever so slightly in the yaw direction until you see the trajectory of the nails change. Compare this between the two clients and tell me i'm crazy.
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Alright, time to check my list
I'll probably upload this after checking it some more.Originally posted by Baker View PostINPUT
- Automatic 8 button mouse support Done!
- All keys bind ability Done!
- International keyboard support (maybe) Done but untested!
VIDEO/AUDIO
- Sound adjustment by pressing -/+ (once you have this, you want it) Done!
- Vsync Off capability, *ON* by default (this was broke in prior releases) Done!
- FOV fix (if you know what this is, you hate this problem) Done!
- Nvidia ALT-TAB fix. (If you have this problem, you hate it.) Done!
- r_truegunangle (aka "no fat gun" option, DarkPlaces users know what this is) Done!
- conheight/conwidth will default to a value that makes sense (no squished text) NOT DONE
- Optional less-annoying invisibility effect (transparent gun) Done!
CONVENIENCE
- Unlike any prior release, all settings DEFAULT to indisputable deathmatch ideal values (*) Mostly done
- Alias injection, all common things like (+quickgrenade) are built-in to engine Done!
- Zoom in/out alias capability Done!
- Optional centered crosshair option Done!
COMMON SENSE
- 32 MB default memory; 1024 zone default Done!
- freelook cvar and put in menu for new players Done!
- all things that should save to config, will (r_drawviewmodel, etc.) Done!
- Rook's Qrack failure notification if non-26000 port Done!
BUG-FIXES
- winquake chasecam bug fix Done but untested!
- winquake fov > 90 = no gun fix Done but untested!
- potential buffer overflow fix on startup (don't print video extensions) Done!
- texture cache mismatch (when switching from with same texture name) Done but untested!
SMALL CONVENIENCES
- viewpos command (for developers) Done but tested!
- cmdlist and cvarlist commands (it's 2007 not 1999) Done!
- condump Done but untested!
- fov in menu (so new players know it exists) Done!
AND MOST IMPORTANTLY ...
- No changes that screw up Linux compiling (sorry, no "time" command) Bet it won't compile the first time
- All changes will be a clear and absolute improvement over ProQuake 3.50 Yes
- No in-engine gamma control at this time Unfortunately, but at least it looks old school ProQuakey
- No new bugs Well, I hope
- No non-fully working features of any kind Hopefully
To: Scott
Qrack's and ProQuake's aiming code is identical. But, there are slight differences in the mouse code. Other than what Rook mentioned above, ProQuake uses integer (whole number) values for mouse input and Qrack uses floating point ... could this make a very slight difference? Maybe.
If your observations are not based somehow on slight settings differences, it is more likely involves Qrack differing default values or possibly the mouse input code somehow (or could even be an optical illusion with models) or there is a remote possibility what you see is based on your FPS values or even slight differences in the way Qrack as single player "host" works in the server code (if so, the results on an online server would be the same as ProQuake).Last edited by Baker; 09-22-2007, 06:22 AM.
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No, I don't think it is mouse rate, because the crosshair still moves. It's like this, in Qrack when you move the crosshair the stream of nails moves continuously with the crosshair, but with glpro, the stream of nails does not move continuosly, but rather discretely. I believe Grossman described this mechanic for winquake/glquake; basically you can think of your field of view broken up into many discrete squares, whenever your crosshair moves from one square to another, all your shots go to the center of the block your crosshair is in at the time of firing. I believe that Grossman made these blocks smaller in proquake, but it appears that in Qrack that there is no more discrete aiming, and that it is all continuous.
Here is Grossman's description of his precise aiming:
"Quake transmits your aiming direction over the network as two angles in spherical coordinates. Each of these angles is sent as a byte, that is, as an integer between 0 and 255. This quantization means a loss of accuracy of more than one degree - you may have noticed that on some long rocket launcher shots, the rocket doesn't quite go where you aimed it (almost, but not quite).
When a ProQuake client connects to a ProQuake server, the angles are sent as integers between 0 and 65535, giving you 256 times the accuracy that you have in standard quake, and enough resolution to pick up a one pixel difference in your aiming direction."
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it's possible because i set the default hz of the qrack mouse_rate to 125hz not 40hz... dunno other than that...
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Are you sure about that Baker, I was just testing it out earlier. I was shooting the SNG continuously and in Qrack with very small mouse movements the stream of nails would move; however, with glpro, with the same small mouse movements, the stream of nails did not change until i had moved the mouse a sufficient distance. It was much more apparent when moving the mouse side to side (yaw), also it appeared that in winquake the mouse was required to move an even greater distance to see the stream of nails move.
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Qrack doesn't have higher precision aim than glpro. They have the same aim.Originally posted by PapaSmurf View PostR00k, is that what gives Qrack it's higher precision aiming over glpro and glquake/winquake?
I had added that a long time ago.Did you already add in the aim fix that lordhavoc posted a long while ago?
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R00k, is that what gives Qrack it's higher precision aiming over glpro and glquake/winquake?
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this one:
void MSG_WriteAngle (sizebuf_t *sb, float f)
{
MSG_WriteByte (sb, (int)floor(f * 256 / 360 + 0.5) & 255);// 8bit angle rounding fix by LordHavoc (fixes the off-center shots bug on quake protocol servers)
}
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Did you already add in the aim fix that lordhavoc posted a long while ago?
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There will be an update to this project this weekend:
Basically, it will be a "do over" since most people (including myself) hate the gamma fix.
The following is a set of the features most likely to be in this new release, which will be a rebuild off the ProQuake 3.50 source:
INPUT
- Automatic 8 button mouse support
- All keys bind ability
- International keyboard support (maybe)
VIDEO/AUDIO
- Sound adjustment by pressing -/+ (once you have this, you want it)
- Vsync Off capability, *ON* by default (this was broke in prior releases)
- FOV fix (if you know what this is, you hate this problem)
- Nvidia ALT-TAB fix. (If you have this problem, you hate it.)
- r_truegunangle (aka "no fat gun" option, DarkPlaces users know what this is)
- conheight/conwidth will default to a value that makes sense (no squished text)
- Optional less-annoying invisibility effect (transparent gun)
CONVENIENCE
- Unlike any prior release, all settings DEFAULT to indisputable deathmatch ideal values (*)
- Alias injection, all common things like (+quickgrenade) are built-in to engine
- Zoom in/out alias capability
- Optional centered crosshair option
COMMON SENSE
- 32 MB default memory; 1024 zone default
- freelook cvar and put in menu for new players
- all things that should save to config, will (r_drawviewmodel, etc.)
- Rook's Qrack failure notification if non-26000 port
BUG-FIXES
- winquake chasecam bug fix
- winquake fov > 90 = no gun fix
- potential buffer overflow fix on startup (don't print video extensions)
- texture cache mismatch (when switching from with same texture name)
SMALL CONVENIENCES
- viewpos command (for developers)
- cmdlist and cvarlist commands (it's 2007 not 1999)
- condump
- fov in menu (so new players know it exists)
AND MOST IMPORTANTLY ...
- No changes that screw up Linux compiling (sorry, no "time" command)
- All changes will be a clear and absolute improvement over ProQuake 3.50
- No in-engine gamma control at this time
- No new bugs
- No non-fully working features of any kind
(*) indisputable deathmatch ideal values = universally agreed desireable settings. cl_bob 0, always run on, instant console toggle, mouselook on, annoying blends off, etc. There will be a menu item to switch between these and the traditional Quake defaults.
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FOQ, this project is currently inactive.
There are some different ones available in the thread, but I'm not going to answer any questions about different available builds at this time. You can search the thread for that.
When this project is active again, probably not very far off, I intend to more cautiously take the ProQuake 3.50 and build it back up.
I made the mistake of working too fast and doing too much with the builds beyond 3.70.
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