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2008-05-02, 19:55
Member
31 posts

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Nov 2007
there might be some incomparability between ezquake 1.9 and the high detail skins/models nQuake uses, i notice that the lightning gun spinning model and the grenade model both show up as completely black except for the fullbright parts of the skin, anyone else get this?
2008-05-02, 20:14
Member
1435 posts

Registered:
Jan 2006
Yes, the luma textures support is the problem. It's a critical issue now I think.
Either luma textures get removed from nQuake or we release a fixed ezQuake build (the fix doesn't even exist yet).
2008-05-03, 12:37
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Jan 2006
i'll remove the luma textures until a fix gets released.
2008-05-14, 14:31
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Jan 2006
note to self: sb directory inside sb directory in ezquake zip creates problems with linux/mac installs.
2008-05-15, 14:53
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Jan 2006
oldman wrote:
* Converting DOS files to UNIX...tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
tr: Illegal byte sequence
done

on mac leopard, doesn't seem to like \015 in `tr -d '\015' < $file > /tmp/.nquake.tmp`

I'm getting this too now. trying to fix it. annoying stuff.

it only happens when these files are processed:

nQuake/ezquake/cfg/eq260.cfg...
nQuake/ezquake/configs/config.cfg...
nQuake/ezquake/keymaps/es.kmap...
nQuake/ezquake/keymaps/fi.kmap...
nQuake/ezquake/keymaps/german.kmap...
nQuake/ezquake/keymaps/hungarian.kmap...
nQuake/ezquake/keymaps/se.kmap...
nQuake/ezquake/keymaps/uk.kmap...

any way to get rid of these error messages?

this is the line that causes them

tr -d '\r' < $filename > /tmp/.nquake.tmp

the files seem to have characters that cannot be read in a leopard terminal window, the uk.kmap for example contains these two characters:

£, ¬

if you remove those from the file, it parses fine with the tr command.

very very odd.

by the way. when tr fails to "translate" these files, they are simply cut where the strange character appears. this makes config.cfg cut in half, and I bet that has some nasty side-effects. also most of the keymaps are cut in half too (or less). so this needs to be fixed pretty quickly. I might need some help with this.

some interesting info:

dvorak.kmap: ASCII C++ program text, with CRLF line terminators
uk.kmap: ISO-8859 C++ program text, with CRLF line terminators
pt-br.kmap: ASCII C++ program text, with CRLF line terminators
se.kmap: Non-ISO extended-ASCII C++ program text, with CRLF line terminators
es.kmap: Non-ISO extended-ASCII C++ program text, with CRLF line terminators
fi.kmap: ISO-8859 C++ program text, with CRLF line terminators
german.kmap: Non-ISO extended-ASCII C++ program text, with CRLF line terminators
hungarian.kmap: ISO-8859 C++ program text, with CRLF line terminators

as you can see, the files that do get accepted by tr are ASCII C++ program text, with CRLF line terminators. the rest are ISO-8859 or Non-ISO extended ASCII.
2008-05-15, 17:00
Member
1102 posts

Registered:
Jan 2006
random thought without much thought in it: Might making all those files UTF-8 help? As far as I know UTF-8 is well supported by "unixes".
2008-05-15, 18:07
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Jan 2006
yeah that would probably work out.

ezq crew?
2008-05-15, 18:19
Member
1435 posts

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Jan 2006
[20:09:19] <@JohnNy_cz> I can see the high-ascii chars in uk.kmap
[20:09:31] <@JohnNy_cz> but I don't think that anything can be done about that
[20:09:45] <@JohnNy_cz> they have a purpose there I'd say
[20:10:36] <@JohnNy_cz> so I suggest you should use linux package as the base or use some better tr version which doesn't panic on high-ascii chars
Anyway, those files make sense only on windows anyway, so you should just ignore them.
UTF-8 support together with keymaps is kinda out of interest now, since there is in_builtinkeymap 0, which is much better than keymaps.
2008-05-16, 06:27
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Jan 2006
i fixed this error by using awk instead of tr. works like a charm now! no error messages (and correctly "translated" files!).
2008-05-16, 16:37
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2058 posts

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Jan 2006
updated os x and linux versions of nQuake

2008-05-16 - nQuake v1.2a for Mac OS X

* Renamed README to INSTALL for clarity.
* Fixed the bug where tr would chop off large parts of some files during DOS2UNIX translation.

2008-05-16 - nQuake v1.2b for Linux

* Fixed the error messages caused by tr.
2008-05-16, 22:09
Member
370 posts

Registered:
Mar 2008
Howcome when I play single player. One of the enemies is suppose to shoot lazers, but they shoot rockets instaed...
2008-05-17, 08:17
Member
1102 posts

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Jan 2006
Darin wrote:
Howcome when I play single player. One of the enemies is suppose to shoot lazers, but they shoot rockets instaed...

Might be because ezQuake is the greatest multiplayer engine, but not a good singleplayer engine. Nah, kidding (not really, but Tonik will hate me if I don't say so). nQuake definitely focuses on multiplayer though and thus this behaviour has been there forever(?).
2008-05-17, 08:35
Administrator
2058 posts

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Jan 2006
I have no idea why rockets are shot instead of lasers. Probably an ezQuake bug.
2008-05-17, 11:23
Administrator
887 posts

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Jan 2006
creds to empezar for doing all this nQuake so nicely. Just wanted to say this.
Join us on discord.quake.world
2008-05-27, 19:13
Administrator
2058 posts

Registered:
Jan 2006
total: 14,158 referred visitors (+3834)
1. quakeworld.nu - 31% (-5%)
3. esreality.com - 8.2% (+0.6%)
2. qwdrama.com - 8.0% (+0.7%)
4. quaket.net - 3.8% (-0.2%)
5. fz.se - 2.4% (+0.0%)

jan 08: 1660 referred visitors
1. quakeworld.nu - 21%
2. qwdrama.com - 11.5%
3. esreality.com - 7.0%
4. quake.cz - 3.6%
5. quaket.net - 3.1%

feb 08: 1165 referred visitors
1. quakeworld.nu - 24%
2. qwdrama.com - 9.4%
3. quaket.net - 5.1%
4. esreality.com - 4.2%
5. ezquake.sourceforge.net - 3.3%
wiki.ubuntu-it.org - 3.3%

mar 08: 1490 referred visitors
1. quakeworld.nu - 21%
2. qwdrama.com - 12%
3. esreality.com - 6.0%
4. stumbleupon.com - 6.0%
5. quaket.net - 3.3%
(notable mentions: quake.cz 3.0%, steampowered.com 3.0%, ezquake.sf.net 3.0%, ubuntu-it.org 3.0%)

apr 08: 1297 referred visitors
1. quakeworld.nu - 16%
2. esreality.com - 12%
3. qwdrama.com - 9.2%
4. reddit.com - 4.2%
5. fz.se - 3.9%
(notable mentions: eeuser.com 3.9%, quaket.net 3.5%)


the stats exclude visitors from my other websites (fquake), direct traffic and google traffic.
2008-05-27, 21:14
Member
705 posts

Registered:
Feb 2006
googled on ubuntu-it and found http://wiki.ubuntu-it.org/Giochi/Azione/NQuake?highlight=(nquake)
also go sassa! http://forum.eeeuser.com/viewtopic.php?pid=223318
2008-06-01, 08:17
Administrator
2058 posts

Registered:
Jan 2006
may 08: 1287 referred visitors
1. quakeworld.nu - 21%
2. esreality.com - 11%
3. qwdrama.com - 8.2%
4. ezquake.sf.net - 4.1%
5. ubuntu-it.org - 3.3%
(notable mentions: quaket.net 3.0%, esports.pl 2.9%, mediavida.com 2.3%)
2008-06-02, 23:06
Administrator
1864 posts

Registered:
Feb 2006
Did the qwbar change anything?
2008-06-03, 07:44
Administrator
2058 posts

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Jan 2006
if it was added in may, you can see that the qw.nu referrees increased by 5%.

though i don't see how someone who doesn't associate "nq" with nquake or "beginners qw package" would click that button.
2008-06-03, 08:06
Administrator
1864 posts

Registered:
Feb 2006
No but it's still the first button, so if a new user comes by and start clicking them buttons, he might think of that one as "more important"

But exept for referrals, how many visits does it get a day?
2008-06-03, 11:24
Administrator
2058 posts

Registered:
Jan 2006
simple math tells me 9 visits a day.
2008-06-03, 20:58
Administrator
1864 posts

Registered:
Feb 2006
eh? how did you get that? With just the referrals it's like 40+ visits/day... but it must get a lot of direct/google traffic too
2008-06-04, 08:15
Administrator
2058 posts

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Jan 2006
i thought you meant visits from qw.nu.

i get 80-100 visits a day.
2008-06-05, 13:40
Administrator
2058 posts

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Jan 2006
new versions of everything. nothing major. i just needed to upgrade everything since i changed the structure of the distribution packages. bigger changes might come later this summer. or next summer. there's not much need for changes right now, so that shouldn't matter much

2008-06-05 - nQuake v1.9 for Windows

* nQuake now copies pak0.pak if found in the same directory as pak1.pak instead of downloading shareware Quake.
* "Keep/delete distribution files" option moved to distribution file folder selection page.
* Added a warning message when users choose to remove all files contained within the nQuake folder.
* Split the eyecandy and nquake packages into smaller packages.

2008-06-05 - nQuake CD-ROM Generator v1.1

* Added a warning message when users choose to remove all files contained within the nQuake folder.
* Changed the text "Installing file: <filename> (<filesize> kB)" to "Installed file: <filename>".
* Split the eyecandy and nquake packages into smaller packages.

2008-06-05 - nQuake v1.3 for Mac OS X

* Split the eyecandy and nquake packages into smaller packages.
* Future compatibility.

2008-06-05 - nQuake v1.3 for Linux

* Split the eyecandy and nquake packages into smaller packages.
* Future compatibility.
2008-06-06, 12:11
Member
1102 posts

Registered:
Jan 2006
Just tried the linux installer:

Quote:
Enter path to search for pak1.pak [~/]

My pak1.pak is in ~/kram/spiele/quake/id1
The "~/" in the installer made me think, ok, I can use a relative path starting from ~. Well, didn't work.
Next try: "../../kram/spiele/quake/id1" (as the installer sits in ~/temp/nquake13_installer-linux). No success either.
~/kram/spiele/quake/id1 , nope.
Only if I used the full path /home/hannes/kram/spiele/quake/id1 it worked.


Quote:
Enter mirror number [random]:

Could use some info how to use a random one.
Ah, wait a second. [something] means "pressing Enter does this". (Now I could remove the paragraph above but I think it shows nicely how I ran into a problem. )

I suggest simply changing the text in the [] to [Enter selects ....]. Or add a note about it in the title text.


Using find to find pak1.pak is awfully slow (if the user gives a "huge" path). Maybe you could use locate instead. That's a minor thing and would probably be a headache to change.

If one gives the script the whole quake folder to search for pak1.pak and any mod with a pak1.pak is there it chooses the first found. Maybe ask to specify the path to id1 or say "path to your quake folder"? And then apply /id1 automatically.


The rest seems to work very well, great work!
2008-06-06, 12:48
Administrator
2058 posts

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Jan 2006
Thanks a lot for that info.

I fixed the problem in the first paragraph - I didn't use eval to evaluate ~/ into /home/hannes/.

I added information about ENTER choosing the defaults specified in [].

I fixed the pak1.pak problem by adding -size 33M to the find parameters. Right now I won't change find into locate, but I will check it out later. I'm gonna upload new versions right now and you can tell me what you think about it!
2008-06-06, 14:06
Administrator
2058 posts

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Jan 2006
New versions released. I couldn't fix the pak1.pak -size issue on the Mac OS X. It simply would not work.

2008-06-06 - nQuake v1.3a for Mac OS X

* Added information about how to use default values in the installer.
* Fixed the bug where specifying ~/ or relative paths as search path for pak1.pak would not work.
* Appended .txt to the INSTALL file.
* Code cleanup.

2008-06-06 - nQuake v1.3a for Linux

* Added information about how to use default values in the installer.
* Fixed the bug where specifying ~/ or relative paths as search path for pak1.pak would not work.
* Fixed the bug where the wrong pak1.pak would be used if the user specified a wide search path that would find several pak1.paks.
* Code cleanup.
2008-06-10, 17:29
Administrator
2058 posts

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Jan 2006
Added the "QuakeWorld Network Topbar" on nQuake.com.
2008-06-23, 14:34
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2058 posts

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Jan 2006
Could someone tell me what maps in http://fnu.nquake.com/maps.zip that I should keep? I figure most of them are barely ever played. No need for everyone to download a bunch of stuff they will never use.
2008-06-23, 14:43
Member
793 posts

Registered:
Feb 2006
does it really hurt to distribute just a few maps too many?
i mean, i could list those maps that i never even played once but then those might be the 'hidden gems' in that list.

ok, remove ztndm6 and those 'second version' maps (vdm3v3.bsp, pkeg.bsp...).
  870 posts on 29 pages  First page12131415161718192021Last page