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Member 21 posts
Registered: Feb 2006
is there going to be a upgrade or something from fuh? its been a year now from the last update.more creds to fuh!
Member 693 posts
Registered: Jan 2006
Member 1754 posts
Registered: Jan 2006
fuh quit working on FuhQuake long ago
Member 135 posts
Registered: Jan 2006
it's time to start playing on ezquake or fte
News Writer 493 posts
Registered: Jan 2006
EzQuake / FTE are the clients to use.
Member 1754 posts
Registered: Jan 2006
ezquake maybe, fte never!
News Writer 493 posts
Registered: Jan 2006
ezquake maybe, fte never! That's a pretty ignorant view that shows the level and extent of your education and intelligence.
Member 1754 posts
Registered: Jan 2006
: P ok to explain then, I've tried ezquake and it works fine(I just might switch in 3 years when fuhQuake is not allowed and so on) now FTE has just given me problems, it wont switch gamma, fov or drawviewmodel with the commands that are used for the same. although I've noticed that in fte yuo can get 4 ms, to play with that client would rock if it would work as I want it to. so up2nogood, if you can provide a config that'll work, I will definately switch to fte. It's all about the cfg stuff, and the rockettrail wont switch with r_rockettrail either, what is wrong? big plus on fte that if you are typing like gl_ga it wil give you gl_gamma in yellow, awesome stuff in fte for sure but it doesn't work properly
Member 810 posts
Registered: Jan 1970
r_rockettrail and shit all need a vid_restart because of FTE's extensive particle system.
you probably have gamma/fov/draviewmodel commands wrong, all of which could be set correctly by using Ezscript (a script for FTE that translates ezquake's commands into fte).
Next time if you have a problem with something, please don't just come out and say it sucks. Your problems are very minute.
Member 43 posts
Registered: Jan 2006
are there actually competitive players that use fte? (i've never heard of one)
Member 693 posts
Registered: Jan 2006
are there actually competitive players that use fte? (i've never heard of one) It's a bit of a vicious cycle. Because no competitive players use it, the league and tournament admins haven't investigated the security side of the client, and because there's no security side to it, 'serious' competitive players haven't adopted it yet...
News Writer 2260 posts
Registered: Jan 2006
the fuhrer will return OMFG! how will he return?????? u still got contact with him def?
Member 1754 posts
Registered: Jan 2006
yay I need a script for fte to work, you know these stuff makes it worse for first-time users. What am I doing wrong if gamma or fov is not working? please explain more about that particle-stuff. Sorry about my ignorant post
Member 447 posts
Registered: Jan 2006
Teamplay is nothing. Aim is everything. OBEY YOUR AIM
http://img178.imageshack.us/img178/9017/end2ub.jpg
Member 1754 posts
Registered: Jan 2006
http://fteqw.sourceforge.net/ <- thats FTE
Member 21 posts
Registered: Feb 2006
Fuh is working in the United States, coding some stuff... atleast, thats what i heard on IRC.
Member 810 posts
Registered: Jan 1970
News Writer 912 posts
Registered: Jan 2006
: P ok to explain then, I've tried ezquake and it works fine(I just might switch in 3 years when fuhQuake is not allowed and so on) now FTE has just given me problems, it wont switch gamma, fov or drawviewmodel with the commands that are used for the same. although I've noticed that in fte yuo can get 4 ms, to play with that client would rock if it would work as I want it to. so up2nogood, if you can provide a config that'll work, I will definately switch to fte. It's all about the cfg stuff, and the rockettrail wont switch with r_rockettrail either, what is wrong? big plus on fte that if you are typing like gl_ga it wil give you gl_gamma in yellow, awesome stuff in fte for sure but it doesn't work properly FTE is a completely separate client from scratch unlike ZQuake/FuhQuake/ezQuake which were built upon each other so the commands for FTE are completely different. You can get an FTE plugin however that will load your ezQuake CFG in to FTE and set it up for you. see here on the FTE Forum
Member 10 posts
Registered: Feb 2006
fte is pretty good, the only thing i'd change is: make it load tga, and replace its server browser with ezquake's.
somewhere along the line the r_drawviewmodel didn't do that translucent thing anymore, "0.666" just makes it solid.
doesn't always load locs either. mqwcl hud support would be nice but then we'd just be turning it into ezquake. There is no idea so good that it can't be ruined by a few well-placed idiots.
Member 271 posts
Registered: Feb 2006
fte is pretty good, the only thing i'd change is: make it load tga, and replace its server browser with ezquake's.
It does load tga files... just not from fuhquake/ezquake directories. :p This is probably down to differences between used paths. I thought I'd gotten them all. Yeah, the server browser could do with some polish. Sorting, filtering, etc would all be nice. An interesting fact is that FTE exposes this stuff to some gamecode, but doesn't use it itself. I need to make the menu a little higher level some time. somewhere along the line the r_drawviewmodel didn't do that translucent thing anymore, "0.666" just makes it solid.
urm. bummer. doesn't always load locs either. mqwcl hud support would be nice but then we'd just be turning it into ezquake.
we're slowly working towards a click+drag hud system. It's got little handles for resizing elements, and you can click on the body of the element to drag it around the screen to put it where you want it. It's still work in progress though. Regarding locs, I just noticed that the sw renderer will not load them properly, but the gl renderer wouldn't care (yeah yeah, renderer shouldn't matter...). So if you're a sw user, great!
Member 151 posts
Registered: Feb 2006
That click+drag hud system might just turn me into a convert. Maybe.
News Writer 912 posts
Registered: Jan 2006
we're slowly working towards a click+drag hud system. It's got little handles for resizing elements, and you can click on the body of the element to drag it around the screen to put it where you want it. It's still work in progress though. Regarding locs, I just noticed that the sw renderer will not load them properly, but the gl renderer wouldn't care (yeah yeah, renderer shouldn't matter...). So if you're a sw user, great! would FTE then output the HUD in the same format as MQWCL/ezQuake or a new custom fte format?
Member 10 posts
Registered: Feb 2006
having cfg interoperability with existing (zquake/mqwcl/fuhquake) clients would really really be nice.
i just built fte from cvs and the translucent gun is back. so are the locs ^___^v. i know cvs is prone to breakage but i like to live dangerously.
i was looking through the mp3 source and it all seems tied to winamp will there be xmms support? or foobar2k for windows? or mpd in linux? how about just making stubs and having it load libs for each player?
edit: i had to % s/$qt$mapname$qt/$qt$host_mapname$qt in vim to get def's cfg fully functional in fte. also had to fix the gfx path :/ ie gl_font "charsets/def" instead of just "def" but with all that done this client is smooth and kicks some bootie. There is no idea so good that it can't be ruined by a few well-placed idiots.
Member 1754 posts
Registered: Jan 2006
what's with the 4 ms in FTE? on a lovalhost using z/ez/fuhquake you can only get 12, in FTE the lowest is 4... ? anyone wanna explain this and why fuh and other clients have 12 as the lowest?
Moderator 383 posts
Registered: Jan 2006
what's with the 4 ms in FTE? on a lovalhost using z/ez/fuhquake you can only get 12, in FTE the lowest is 4... ? anyone wanna explain this and why fuh and other clients have 12 as the lowest? Most current quake engines show aligned ping. You can get any ping from 1ms to 12ms and quake shows it as 12ms. If you use 77 fps. 1000/77 ~= 12ms. So in 90% cases your ping on servers can be 12(13), 26, 39, 52 and so on. You can play with real ping 29, but server will show 39(sometimes as 34). I think in fte you saw your real ping. Sorry for my english.
Member 151 posts
Registered: Feb 2006
B1aze is correct. Even though FuhQuake etc show 12-13 ms on localhost, you're actually sitting there with 0 (or virtually 0) ping, regardless of client. The only reason for showing actual ping would be to make official matches fairer (for example, there's a pretty slim difference between an avg ping of 20 [2x13 and 2x26] and 26 [4x26], but if those 2x 13ms users in team A actually have 2 ping, the avg ping would drop to 14 for them, etc).
Member 37 posts
Registered: Jan 2006
So if you have 2ms real ping, the gameplay on qw server is affected by 2ms or 13ms ? I have been always confused about it.
Member 151 posts
Registered: Feb 2006
2ms, but it would show 13ms.
Member 1754 posts
Registered: Jan 2006
ok cool, thanks for the answers
News Writer 2260 posts
Registered: Jan 2006
so lets have minping 11 on all servers
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