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why custom demos dont play?
http://runequake.com/forums/viewtopic.php?f=9&t=480
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Author:  Tribal [ Sat Jul 31, 2004 1:39 am ]
Post subject:  why custom demos dont play?

I'm talking about when you enter in a custom singleplayer game (-game parameter)with demos replaced...
you know? before you hit the esc key to go to menu... the demos dont play :shock: ... why the demos from the original quake have this "autoplay" and the demos from custom games dont have?

and my question is...
where i have to mess in the source code to make then "autoplay"?

Author:  Jozsef [ Mon Aug 02, 2004 6:18 pm ]
Post subject: 

becoz i removed the automatic startdemos sequence, but you know what? I'll add a variable so that you'll be able to turn it back on again. Next version will include it.

Author:  Tribal [ Tue Aug 03, 2004 6:03 pm ]
Post subject: 

Thank you!!! :D

and btw... what more features the new version will have?
its just a bug-fixing-thing or we'll finally have this thing in joequake 8) :

http://members.iinet.net.au/~webster82/ ... htning.jpg

sorry for ask you this, but... its too damn cool 8)

and... AMF is also based in Fuhquake, so MAYBE is not too hard to add this awesome lightning effect :lol:

Author:  HydrO...! [ Wed Aug 04, 2004 8:59 pm ]
Post subject: 

that does look pretty damn cool :twisted:

Author:  sputnikutah [ Sat Aug 07, 2004 2:07 pm ]
Post subject:  nice

I tried to make an lg effect like this, but using particles emiting from
the player origin outwards. But was never successful...

ill soon post my modified joequake with source on the net when i get the page up

Author:  Jozsef [ Sat Aug 07, 2004 2:48 pm ]
Post subject: 

hey, hi man! I'm happy to hear from you :)
I've added that lightning effect already btw, but that AMFQuake _does_ contain even more fucking cool effects which I'd like to add in the future. Thanks for the link Tribal.

Author:  sputnikutah [ Sat Aug 07, 2004 6:11 pm ]
Post subject:  lg effect

hmm wow, i just spent the last few hours getting that effect working :P
it creates the end spark all the time now weather its touching a wall or not
i couldnt get it to detect traceline or solidcontents correctly :P

Author:  Tribal [ Sat Aug 07, 2004 8:21 pm ]
Post subject: 

Jozsef wrote:
I've added that lightning effect already btw.


:shock: :shock: :shock: :shock:

Wow!!!! You're quick!!! Thank you very much!! Its like a dream come true!!! Really!!!

Jozsef wrote:
AMFQuake _does_ contain even more fucking cool effects which I'd like to add in the future.


Yeah, but it seem that almost then makes use of a very complicate tracing effect (like rain - i love the rain, and the shambler's power effect - that one before he launch the lightning)

well, if you dont get these two working, i'm already happy with the lightning effect, thank you again :D

when the new version comes out????

Author:  sputnikutah [ Sun Aug 08, 2004 1:30 pm ]
Post subject:  amf, and another thing...

hmm i've noticed that in AMF, that 24bit textures on bmodels seem to be blended properly, while in joequake they are more grainy, i mean at a distance they are still quite sharp, i am trying to find the missing GL_BLEND?? hehe

or have u fixed this?

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