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Administrator 2058 posts
Registered: Jan 2006
Is that FTE or ezQuake? ;P
med tanke namnet på filen så syns imon eller? Yeah obviously mipa, Empezar misread and wanted to direct the rule reminder to GODIS actually i was just pissed at mipa's constant trolls. if he wants to report someone, then use the report button. so yeah he should get a warning, or fifty.
Member 715 posts
Registered: May 2006
I re-downloaded some textures now to piss the oldschoolers a little more, see below. Unreal: 1. I need an artist to do this as I suck at painting stuff, the previous screenshots show the HUD where weapons had different colors btw. 2. Increased the crosshair a little. 3. No idea how it looks, screenshots? 4. Not sure how to do this, personally I think the contrast is okay. 5. The tracker is sized up and moved up. 6. Not possible atm. 7. They are still enabled, I like them too 8. They are transparent now. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 2058 posts
Registered: Jan 2006
the rocket explosions look a bit too visual, could that glowing blob be taken out? i can imagine them becoming quite distracting in a alot of scenarios
Member 1026 posts
Registered: Feb 2006
Member 715 posts
Registered: May 2006
empezar: I'll take a look at the glowing blob later, but I don't think it's much of a bother when actually seeing the frames moving.
Aquashark: Remaining time. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 126 posts
Registered: Oct 2006
GODIS!, see above ok, sry for that, i was tierd
Member 215 posts
Registered: Mar 2006
the glowing is because of gl_flashblend 1. i suggest turning gl_flashblend to 0 so it wont be a blob. this is true in most every GL Quake engine. gl_flashblend controls the way dynamic lights are drawn. Dynamic lights are either rendered as lightmaps gl_flashblend = 0 (slower but realistic) or as translucent shere gl_flashblend = 1 (fast, doesn't require lightmap update) It Takes A Tough Man To Make A Tender Rocketjump
Member 447 posts
Registered: Jan 2006
The bloom effect needs to be toned down or eliminated completely. Also, the charset should be checked for errors (black borders on some characters), or simply replaced. Keep it clean, QW is confusing enough as it is without the additional eyecandy... Teamplay is nothing. Aim is everything. OBEY YOUR AIM
http://img178.imageshack.us/img178/9017/end2ub.jpg
Member 715 posts
Registered: May 2006
gl_flashblend set to 0, no more bubbles around rockets, quad, etc. I will soon post screenshots of the other maps now that I got new textures. ui: The bloom is very minimal right now, imo it's nice to show just a little bloom for the sake of eyecandy. Certainly its visual gain is much higher than the small confusion it may cause the first minutes when you're not used to it? What charset does nQuake use? I can just get that one. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 215 posts
Registered: Mar 2006
charset is obviously a personal choice but my favorite is this one from moondrunk: http://gfx.qwdrama.com/details/77/ because it's easy to read, and still looks like it should be in quake. i would suggest almost any moondrunk charset over the one you have now.
also better hud numbers too: again moondrunk i beleive is the best in that category: http://gfx.qwdrama.com/details/86/ http://gfx.qwdrama.com/browse/hud/page/2/ It Takes A Tough Man To Make A Tender Rocketjump
Member 715 posts
Registered: May 2006
purplehaze: Do you get 24 bit skins to work somehow? I can't figure out how :/
Edit: Never mind, I got it working and using PrimeviL's 24bit player skin. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
The configuration setup is now final, I'll send the pack to DH-crew later tonight.
BIG thanks to purplehaze for helping me out with this, it would never have reached this eyecandy awesomeness if it weren't for him! ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1026 posts
Registered: Feb 2006
On our way here through the compound, we met Lornelin and a grand display with none other but DM4 being played -- QuakeWorld with all of its eyecandy glory. oops, someone already ahead of you
Member 715 posts
Registered: May 2006
Ouch, better delete my files then. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Administrator 2058 posts
Registered: Jan 2006
this is a great spectating eyecandy configuration even if for some reason it's not used at DH
so you should not delete the files, but instead create a thread with info on how to replicate this setup, with links to necessary files (i can host them) etc.
Member 715 posts
Registered: May 2006
empezar: Relax I was just kidding I have made a .zip-file with a ready-to-go FTE setup that focuses on spectating and possible bigscreen usage. Dreamhack will get it first, then I will upload it somewhere (if you can host that would be appreciated) for public usage. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1026 posts
Registered: Feb 2006
http://www.esreality.com/?a=post&id=1475924
looks like nQuake setup which looks almost perfect by me, lacking only in the particles departament.
Administrator 2058 posts
Registered: Jan 2006
yes, that is most definitely nquake
Member 715 posts
Registered: May 2006
Did anyone watch the QW plasma screens on Dreamhack running FTE? Leave feedback if you did since I'm soon releasing the pack for public. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
Now releasing a beta of the spectating pack. It's recommended to unzip it to its own directory and copy your pak0.pak + pak1.pak to the id1 folder. Also read the included readme.txt!
Get it here (295 MB): http://f.nu/spec/quake_spectating_pack.zip ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 793 posts
Registered: Feb 2006
MacOSX binary: http://www.fteqw.com/fteqw-nightly/macosx-fteqwgl.zip bash: ./macosx_fteqw.gl: cannot execute binary file is this supposed to work with leopard? lovely eyecandy setup btw!
Member 715 posts
Registered: May 2006
is this supposed to work with leopard?
lovely eyecandy setup btw! Thanks. It has been tested to run in Mac OS X, tried chmod +ox? ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 401 posts
Registered: Mar 2006
Thanks molgrum this pak is very nice for speccing/demo. What should I change to turn it into a playable setup? TAB doesn't bring up the scoreboard etc. I'd like to be able to play with all this eyecandy Can you help me with this molgrum?
Member 715 posts
Registered: May 2006
terrorhead: Use a playable particle set, I made one here: http://www.quakeworld.nu/forum/viewtopic.php?pid=26258#p26258 Put it in id1/particles and load it with "r_particlesdesc molgrum". Feel free to tweak it.
Set for example: cl_muzzleflash 2 gl_bloom 0 gl_flashblend 1 r_lightflicker 0 noskins 2 enemyskin blah teamskin blah
Use "hud_edit" to edit the HUD. Regarding the scoreboard not showing up, it's due to a bug in version 2770, try a nightly build to get it fixed: http://www.fteqw.com/fteqw-nightly/ ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 1026 posts
Registered: Feb 2006
some suggestions: 1. cl_gunz -5 - makes vwep models look better, not long and stretched 2. enable TAB completion by default 3. for spectate.bat use: @echo off start fteglqw.exe -particles 100000 +hud_load spectator %1 %2 @cls so it closes after launching 4. /gfx artwork is missing.. so a lot of low res items (loading plaque, pent loading sign etc.) appear which look really bad on an eyecandy setup like this 5. noskins "0" for being able to distinguish among teams
Member 715 posts
Registered: May 2006
1 and 3 are fixed. I'll look into 4. ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
I fixed 4 partly, so I'm on the way to getting it fixed now ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 715 posts
Registered: May 2006
I noticed that on certain maps, some models get pitch black due to the lighting in the areas. This is now fixed by making them unaffected by lighting (think of it as fullbright health/ammo). ---Where can you see lions? Only in kenya! Come to kenya we've got lions.
Member 401 posts
Registered: Mar 2006
terrorhead: Use a playable particle set, I made one here: http://www.quakeworld.nu/forum/viewtopic.php?pid=26258#p26258 Put it in id1/particles and load it with "r_particlesdesc molgrum". Feel free to tweak it.
Set for example: cl_muzzleflash 2 gl_bloom 0 gl_flashblend 1 r_lightflicker 0 noskins 2 enemyskin blah teamskin blah
Use "hud_edit" to edit the HUD. Regarding the scoreboard not showing up, it's due to a bug in version 2770, try a nightly build to get it fixed: http://www.fteqw.com/fteqw-nightly/ Thanks for your help. Your particles are nice : Here's what it looks like Just gotta sort out some mouse issues with FTE. I can't bind mouse3,4,5 for some reason
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