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Member 405 posts
Registered: Jan 2006
Implement support for FTE's fast map downloading ! from what I know this is already possible in KTX if u just mix with the settings and write setinfo drate 999999 in ezquake sassa, u talk about different thing, yes this drate helps but "FTE's fast downloading" is something different and works much better :>
News Writer 2260 posts
Registered: Jan 2006
just snitch it from them then
News Writer 254 posts
Registered: Mar 2006
irc built into ezq there is such a thing already fixed.. used it several years ago when I used mIRC!! Hey Have you more info on this ? I ain't got no time for this jibber jabber fool
Member 80 posts
Registered: Mar 2007
Voted for other, Im thinking about celshaded models
Member 115 posts
Registered: Mar 2006
you can use the packet command to communicate with external programs like irc for example one of the good guys! so please don't ban - jogi.netdome.biz
Member 637 posts
Registered: Jan 2006
but who would want to play around with packets, ffs http://slip.4.pl/ - unblocking myspace facebook firewall
Administrator 2058 posts
Registered: Jan 2006
for v1.9: pk3 support, 24-bit skin support (with color support as well), demo rewinding
Member 312 posts
Registered: Jun 2006
for v1.9: pk3 support, 24-bit skin support (with color support as well), demo rewinding yay and simple items too :p
Member 705 posts
Registered: Feb 2006
"Quick game" button
Member 715 posts
Registered: May 2006
A big YES for ruskies feature! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
News Writer 493 posts
Registered: Jan 2006
what would quick game button do
Member 715 posts
Registered: May 2006
I'm guessing he means it will search for a server that lacks one player (you set preferred mode and mod perhaps) and joins the first it can find pingwise, that's what I mean at least ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 2058 posts
Registered: Jan 2006
Quick Game could open a window where you select the mode
Quick Game - Deathmatch -- 1on1 -- 2on2 -- 4on4 -- Free-For-All - Capture The Flag - Team Fortress - Rocket Arena
something like that
the settings one could have would be e.g. max ping...
Member 200 posts
Registered: Apr 2006
The possibility to use coloured text on players names would be nice
Member 705 posts
Registered: Feb 2006
you guys summed it up pretty good. yes.
Member 1435 posts
Registered: Jan 2006
"It looks like you would like to get qw-raped today! Press Next to proceed."
Member 405 posts
Registered: Jan 2006
Member 5 posts
Registered: Mar 2006
someone knows who is maintaining the FreeBSD-Port? It needs an update :/ 1754
Member 705 posts
Registered: Feb 2006
it's updated now also beta2 binary, wei.
Member 84 posts
Registered: Jan 2006
Some suggestions;
* Bump mapping, specular gloss map texture support (read more at http://en.wikipedia.org/wiki/Bump_mapping ) * Built in irc client (for the newbies) * Demo rewinding * Better shadows (for md3 models aswell) * FTE like customizable particles * FTE like muzzleflash fire from the weapons ( http://members.optusnet.com.au/~plaguespak/screenshots/ftepimp02.jpg ) * Powerup shells for player model and v_weapons ( http://members.optusnet.com.au/~plaguespak/screenshots/ftepimp03.jpg ) * Cel-shading technology * Decals for blood, explosions etc. * Simpletextures for models
Member 637 posts
Registered: Jan 2006
build in an IRC which joins #quakeworld automatically, this helps A LOT http://slip.4.pl/ - unblocking myspace facebook firewall
Member 705 posts
Registered: Feb 2006
Would be so awesome if one could have screen ssh and irssi in console.
Member 1754 posts
Registered: Jan 2006
I agree with Drugs-Bunny, more eyecandy!
Member 59 posts
Registered: Mar 2006
What about improved sound system a la Qizmo?
Member 202 posts
Registered: Dec 2006
Since Qizmo's sound system was mentioned, what does Enhanced Stereo actually do?
Member 485 posts
Registered: Feb 2006
Since Qizmo's sound system was mentioned, what does Enhanced Stereo actually do? Stereo image is more separated. It's easier to hear the direction of sound.
Member 1026 posts
Registered: Feb 2006
in-built qizmo
Member 202 posts
Registered: Dec 2006
Stereo image is more separated. It's easier to hear the direction of sound. Since I'm a bit of an audio nerd, is there a good explanation for how this is achieved? My top guess is interaural time disparity. (sounds from the left appear in right channel slightly later, as well as standard amplitude difference). In any case, Quake's sound system could do with some upgrades. Graphic EQ?
Member 401 posts
Registered: Mar 2006
Hmm povo are you talking about a crossfeed effect? Crossfeed is sometimes used when listening to music on headphones to ease the fatigue especially with mid to high frequencies. I have a crossfeed circuit in my headphone amp and it can be useful sometimes. I personally would love to have my Quake sound like a binaural recording. Binaural in my opinion is the true surround. But thats probably impossible to achieve since you need 2 or more mics for recording But yeah definitely something can be and should be improved with sound engine in quake. Graphic EQ is another possibility as povohat mentioned. The biggest obstacle IMO is the shitty quality of samples used in Quake
Member 202 posts
Registered: Dec 2006
Crossfeed is designed to make headphones sound more like speakers, where you hear some of the left speaker in your right ear and vice versa, so the stereo image feels a bit more natural.
What I was talking about is to do with how we perceive direction. If a sound is louder in one ear than the other, then it appears to have originated more from the left. This what a pan control does on a mixing console. Another factor we can derive directionality from is the time difference between the sound that arrives in each ear. If a sound originates from your left side, then it reaches your left ear slightly earlier. With some trigonometry you could work the exact time difference.
Utilising a combination of these two factors gives a more precise image than volume difference alone. Of course, I have no knowledge of the Quake source and how feasible this is to achieve. I assume it all comes down to how much information is received from the server regarding the playing of sounds.
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