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JoeQuake v0.15 build 1146 - missing cvars?
http://runequake.com/forums/viewtopic.php?f=9&t=991
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Author:  Nedan [ Wed Nov 23, 2005 10:36 am ]
Post subject:  JoeQuake v0.15 build 1146 - missing cvars?

Hi, I'm obviously new here... so forgive me if I sound ignorant of something. :)

I seem to have noticed that there might be a few cvars missing from the latest build (joequake v0.15 build 1146). I'm not sure how many as I haven't checked them. The one cvar that seems to missing (the one I was checking for as I was trying to change it) is the scr_printstats cvar.

I typed up cvarlist I didn't see it in the latest build. I even installed & fired up another build that I still had on my pc (joequake v0.14 build 839) to see if it was just an error on my part. It had the cvar listed & it did work.

Can anyone confirm if this cvar or others are indeed missing or not from the latest build?

Author:  13Homer [ Wed Nov 23, 2005 10:40 am ]
Post subject: 

How about this:
Quote:
show_stats
Print actual statistics (time, secrets, kills) to the upper right corner of the screen, 1 by default.
Values: 0 - off, 1 - only time, 2 - time + kills + secrets, 3 - only time, but only on if some reasonable event happens, 4 - same as 3, plus kills + secrets too.

Earlier it was scr_printstats with the same description.

Author:  Nedan [ Wed Nov 23, 2005 10:43 am ]
Post subject: 

Oh thanks man, boy do I feel silly.

I have both text files in my quake folder & must've clicked the older one instead of the newer one.

Author:  trinca [ Wed Nov 23, 2005 12:15 pm ]
Post subject: 

hey joe u forget to add +set vid in this new version :(

Author:  Baker [ Wed Nov 23, 2005 12:41 pm ]
Post subject: 

Trinca, you requested that feature AFTER Build 1146 was already released.

:D

Author:  trinca [ Wed Nov 23, 2005 1:21 pm ]
Post subject: 

ops t i guess i put my foot in the mud... sorry joe :)

Author:  sputnikutah [ Wed Nov 23, 2005 5:29 pm ]
Post subject: 

Trinca,
grab 1.532 of Qrack, I added -refreshrate on the commandline parser
this should allow you to set what ever refresh you like, in conjunction with vid_vsync 0 -or- 1. On my system it seems to work fine with vid_vsync 1 but setting to 0 its takes off to > -refreshrate value. Just curious if you could test it out on your system, if its close to what you are looking for then i can pass that code to Joe.

thx

___________________________
http://www.quakeone.com/qrack

Author:  Jozsef [ Thu Nov 24, 2005 5:13 am ]
Post subject: 

once again, thanks for reading through whatsnew.txt....

Author:  trinca [ Thu Nov 24, 2005 5:52 am ]
Post subject: 

Jozsef i read the txt :p :) sputnikutah i will try tonight wend i get home... must wait all day work :( gl is not suport in my pc at work...only software and in small window.

Author:  Aquashark [ Mon Dec 19, 2005 4:48 am ]
Post subject: 

what is the JoeQuake cvar to turn autoswitch weapons off?

Author:  Aquashark [ Sat Dec 24, 2005 4:37 am ]
Post subject: 

nobody has an answer for my stupid question?

Author:  Jozsef [ Sat Dec 24, 2005 3:56 pm ]
Post subject: 

there is no such cvar in JoeQuake, at least not any one of which I know about...

Author:  sputnikutah [ Sat Dec 24, 2005 4:46 pm ]
Post subject: 

Aqua, the weapon switching is in quakeC, meaning it depends on the mod you play. Though a cl_smartweapon could be added to the engine.

Normally in mods when u pick up a weapon, if the new weapon is better than the one in hand it will 'autoswitch', which is fine for newbs who just hold the +attack button down alot while running around. But for others, this can cause a problem esspecially underwater when you back into the lg on dm3 and accidentaly discharge!

Exactly what did you want the autoweapon command to do, if you wanted to see it controlled on the client side?

Author:  Capt. Howdy [ Sat Dec 24, 2005 8:31 pm ]
Post subject: 

Port b_switch and w_switch from Fuhquake.

Author:  sputnikutah [ Sun Dec 25, 2005 12:04 am ]
Post subject: 

Those are only variables that are passed to the mod. They dont point to any actual function within the engine itself.

Author:  Capt. Howdy [ Sun Dec 25, 2005 8:04 am ]
Post subject: 

Won't w_switch override any weapon switching on any mod or default quake single player? Set this to 1 or 2 for no higher weapon switching.

Author:  sputnikutah [ Sun Dec 25, 2005 4:29 pm ]
Post subject: 

hmm not sure i looked in the fuh source and it had the variables but nothing specific codewise to perform for weapons. :/




____________________________
http://www.quakeone.com/qrack/

New version 1.54 released 12/25/05

Author:  Aquashark [ Tue Dec 27, 2005 5:59 am ]
Post subject: 

at least implement a priority like:

bind mouse1 "impulse 7 8 6 5 3 4 2 1;+attack"

it's annoying to switch back everytime you pick up that useless nailgun :)

Author:  Mandel [ Tue Dec 27, 2005 6:36 am ]
Post subject: 

Try

bind mouse1 "bestweapon 7 8 6 5 3 4 2 1; +attack"

and you shall be surprised, apparently!

Author:  sputnikutah [ Tue Dec 27, 2005 10:56 pm ]
Post subject: 

in qrack impulse x x x x x x behaves the same as bestweapon x x x x x


its the same thing... ;)

but that still doesnt override weapon switching after pickup
:(

I WILL LOOK FOR A FIX FOR THIS,
I for one do NOT like weapons to switch on pickups! So i'm in your clan ;)

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