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 Post subject: Bug - Menu & gfx
PostPosted: Fri Feb 17, 2006 8:21 pm 
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Joined: Fri Feb 17, 2006 7:33 pm
Posts: 1
Hi,

First off just wanted to say JoeQuake rocks and it is my favorite modded quake engine.

I came across 2 bugs which are gfx problems that I thought you might like to know about.

1) I have a mod that uses alternate menu gfx: pak0.pak/gfx/mainmenu.lmp, conback.lmp etc
These dont show up in joequake, instead the newer joequake .png menu gfx appear, although all the other mod gfx appear

2) Odd blue transparent squares around underwater explosions, eg rocket or grenade. Looks like something's not showing up right...

These bugs didn't appear in 1.4 but do in 1.5b1189
If anyone needs more info to address these bugs just let me know


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PostPosted: Sun Feb 19, 2006 3:18 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
Quote:
1) I have a mod that uses alternate menu gfx: pak0.pak/gfx/mainmenu.lmp, conback.lmp etc
These dont show up in joequake, instead the newer joequake .png menu gfx appear, although all the other mod gfx appear


this is normal. It loads the hi-res menu graphics by default. Use -no24bit at the command line so that the engine won't load those pics. The problem with it is that you won't get any hi-res textures, images this way. Another possibility is to delete (or rename) the gfx dir from joequake's pak0.pak to get the images not to load.

Quote:
2) Odd blue transparent squares around underwater explosions, eg rocket or grenade. Looks like something's not showing up right...


What explosion do you mean exactly? normal, QMB or Quake3? joequake got many of 'em... the best would be a screenshot about the problem.


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