Rune Central

The Official Rune Quake Message Board
It is currently Mon Dec 23, 2024 5:30 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: new version released - 08/20/2004
PostPosted: Fri Aug 20, 2004 2:59 pm 
Offline
User avatar

Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
http://joequake.quake1.net/

get it, watch it, check it, and tell me your thoughts


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Aug 20, 2004 3:47 pm 
Offline

Joined: Sat Jul 31, 2004 1:33 am
Posts: 17
WoW!!!!

Awesome Shambler's lightning effect!!!! :shock: love that!!

it's too hard to a newbie like me add that effect to lightning gun??

and the new torches... well, i kind like the old ones :( its feel more real, with little movements and all... now its like a energy running straigth up :?

again... if i copy and paste the old code to torches... it will work? its too hard to a newbie to bring back then?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat Aug 21, 2004 3:28 pm 
Offline
User avatar

Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
well, it was me who decided NOT to add that lightning effect to the thunderbolt coz it looked pretty ugly from the player's POV imho. I already made a solution about it though, made the beams look better (idea by sputnikutah).
About the torches: well, you need to use the old function which is only copy-paste (for me), hopefully you'll succeed too.


Top
 Profile  
Reply with quote  
 Post subject: new version :)
PostPosted: Sat Aug 21, 2004 7:10 pm 
Offline
quake.intertex.net
User avatar

Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
hmm i tried the newversion couldnt get qmb particles running, i might need to fresh install...

on my particle shaft only flaw is it leaves a small gap on the angles bucause im using a straight line and randomizing the end org...
i added nail's trails from amf but honestly it killls my fps :shock:

also joe, the entities textures seem to not be filtered properly ? ie look at amf's ammo packs etc, then yours.. its as if the filter off.. i get the same squiggling effect if i turn texture filter off in the video options...
i have yet to track this down... this isnt a new bug its something i think was left out from the start?

:idea:
Oh, i found what it was, joe quake DEFAULTs to gl_picmip_all 0
fuhquake and amf default it to 1 ;P


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Aug 22, 2004 7:01 pm 
Offline

Joined: Fri May 21, 2004 12:58 am
Posts: 22
Thanks for the gl_picmip_all info. This got rid of the shimmering on health and ammo boxes. I think it's because Joequake applies gl_detail 1 to the textures/bmodels folder and Fuhquake doesn't.
And thanks for unlocking the refresh rate, new fire (kinda miss the previous small torches but at least they match the larger fires now), lightning, etc.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri Aug 27, 2004 3:25 pm 
Offline
User avatar

Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
aww yea, the gl_picmip_all is my mistake, thanks for pointing out!


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 33 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group