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 Post subject: JoeQuake Bug´s
PostPosted: Thu Feb 05, 2004 1:42 am 
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Joined: Thu Feb 05, 2004 1:24 am
Posts: 9
Location: Londrina
I am of Brazil and game quake with the XQuake, some time behind appeared this Joe and all wanted to use but it was with some errors, did not order bind of where agent was did not have autoreport's, a friend "Keep" made a version of the Joe with these commands but it did not finish and nor goes to finish. Jozsef would like to ask for for you, to place autoreport's to reconfigure the sound that is very low that of the one not to hear daonde the adversary comes below goes a list of the commands that this joe would be ideal for the Brazilians.
Stryker Debtor


Commands Necessary to play itself in Brazil:

- Bestweapon
- Rotate
- cl_maxfps "To leave in maximum 999"
- cl_deadbodyfilter
- cl_gibfilter
- cl_smoothcam
- cl_pentarmor

- To fix bug of they say/say_team
- Support to the time of the departures in the CrMod 6.x
- Support exibition of pings in scoreboard
- Support locs of QuakeWorld

- Autoreport
# With command binds and disconnect easily (tp_report 0/1/2/3/4)
- Teamplay ' % '
# %a - armor
# %h - health
# %b - better weapon and ammo
# %r - rl status
# %t - current time of the departure
# %d - last death location
# %A - armor type
# %p - powerups

- Teamplay variaveis
# tp_name_axe, tp_name_sg, tp_name_ssg, tp_name_ng, tp_name_sng, tp_name_gl, tp_name_rl, tp_name_lg, tp_name_none
# tp_name_armortype_ga, tp_name_armortype_ya, tp_name_armortype_ra
# tp_name_someplace
# tp_name_needrox, tp_name_needrl, tp_name_haverl
# tp_name_quad, tp_name_ring, tp_name_pent, tp_name_suit, tp_name_separator
# tp_quad_report, tp_quad_string, tp_quadover_report, tp_quadover_string
# tp_ring_report, tp_ring_string. tp_ringover_report, tp_ringover_string
# tp_pent_report, tp_pent_string, tp_pentover_report, tp_pentover_string # tp_suit_report, tp_suit_string, tp_suitover_report, tp_suitover_string
# tp_redarmor_report, tp_redarmor_string # tp_yellowarmor_report, tp_yellowarmor_string
# tp_greenarmor_report, tp_greenarmor_string
# tp_mega_report, tp_mega_string
# tp_lg_report, tp_lg_string
# tp_rl_report, tp_rl_string
# tp_gl_report, tp_gl_string
# tp_sng_report, tp_sng_string
# tp_ng_report, tp_ng_string
# tp_ssg_report, tp_ssg_string
# tp_died_report, tp_died_string
# the commands tp_xxx_report serve to indicate number it of times q the message contained in respective tp_xxx_string anger to appear in the screen (max limit 3)
# the commands tp_name_xxx indicate the name of items q appear in ' % '

tp_took "1"
tp_report "3"

The Sound also has some problems for example:
Map: e1m2

I am in quad damage and I do not obtain to hear the other player catching yellowarmor. If possible to leave the equal sound of the Xquake

If it will be able to add to everything this in the JoeQuake we very grateful. 8)

Debtor again.

Stryker

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Last edited by Stryker =P on Thu Feb 05, 2004 10:02 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Feb 05, 2004 5:49 am 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
Well, some months ago, a guy called sputnikutah told me that he was making his own modified version of the JoeQuake engine with already added loc support, maxfps and couple of other things you just mentioned. I try to pick up the connection with him again and ask how his work is going on... if he's still up to it.
cl_maxfps, cl_deadbodyfilter and cl_gibfilter are already added into the next version which is to be released soon, so stay tuned for that.


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PostPosted: Thu Feb 05, 2004 9:43 am 
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Joined: Thu Feb 05, 2004 1:24 am
Posts: 9
Location: Londrina
The Great same problem pra we is the sound! If it to obtain to leave the sound of the equal JoeQuake of the GlXquake we go to be very grateful. Vo to leave below link of the JoeQuakeX is the Joe modified for a Brazilian with some bugs.

http://serra.no-ip.org:20000/quake/jqxgl.rar

If link does not stow functioning is for what! the computer of my colleague is off.

In this Joe already it is everything soon only necessary to adjust some things for example, very enters to become vacant in the servers, the sound has that to be equal of the GlXquake, and has some bug in the letters!

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PostPosted: Fri Feb 06, 2004 3:05 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
what do you mean with this sound issue?
the quality? you can raise that with -22khz or -44khz command line parameters


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PostPosted: Fri Feb 06, 2004 3:17 pm 
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Joined: Sun Mar 16, 2003 3:34 pm
Posts: 35
Location: Vancouver USA
For one Xquake is a quake trojan! It floods the hell outa servers
with its FPS. I force no more than 75fps on all my servers.

The sound works great....same as all quake clients!


Keep up the good work Joe!!

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PostPosted: Fri Feb 06, 2004 4:12 pm 
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Joined: Thu Feb 05, 2004 1:24 am
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Location: Londrina
The problem is not this Joe is that the JoeQuake has a problem in the sound! For example in the Joe in the map e1m2 I am in gl I do not obtain to hear other to player come for spikes in xquake I hear it come of spikes when I you in quad, or either in the Joe it can attack me without that I know therefore I did not hear daonde it I came. These commands that ai placed do not only decide change the quality.
:)

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PostPosted: Sun Feb 08, 2004 12:22 am 
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Location: Londrina
Solution: It changes engine of the sound of joequake for the one of proquake or xquake!

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 Post subject: is fmod freeware??
PostPosted: Mon Feb 09, 2004 12:02 am 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
From what i understoof about FMOD was that it was copywritten and wasnt to be freely distributed in engine projects...

as for the joequake sound bug, i havent noticed any thing out of the ordinary. FMOD was cool when i first came out but i think joequake's sound library which supports 44khz is perfectly fine.


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PostPosted: Fri Feb 13, 2004 6:39 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
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Location: Hungary
nope, Stryker means something else
as an example, he stated e1m2: on the quad room one hears if someone goes at the nail turrets by hearing the nail shooter's sound. But this is not a bug, it's a feature which ordinary Quake clients doesn't support, except XQuake.
Or It's me misunderstanding something.


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PostPosted: Tue Jun 08, 2004 8:20 pm 
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Location: Londrina
Solution:

stopsound :X

thanks...

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PostPosted: Fri Jun 11, 2004 3:06 pm 
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I'm trying to build it by myself, but I'm a complete newbie in coding. ASAP as I got news I'll post them here

Bye!

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PostPosted: Fri Jun 11, 2004 6:07 pm 
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bestweapon added (only copying/pasting ATM) but it works...

Now it's time for locs...


eheh it would be a long way...

Bye!

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PostPosted: Mon Jun 28, 2004 1:16 pm 
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Still can't d/load that file and still stucked in all those menumodels commands (trying to add deadbody filter...)

LOL

:D

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PostPosted: Tue Jun 29, 2004 8:47 am 
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cant download what? maybe I can help...?


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PostPosted: Fri Jul 02, 2004 5:33 am 
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Dunno Joe, I'm trying to download that JoequakeX thing but I can't reach the server...

Still working on my mod but without knowing the basics of programming it is really hard... BTW I still try...

Bye!

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PostPosted: Fri Jul 02, 2004 3:15 pm 
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gimme a mail or an ftp and I'll send/upload it for you


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PostPosted: Fri Jul 02, 2004 3:31 pm 
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heh, fool me, of course I know your mail :P
But what exactly do you mean with that "JoequakeX thingie"? You want the X11 version source? or the binary?


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PostPosted: Sat Jul 03, 2004 4:39 am 
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Both of them if possible...

Thanks in advance Joe!

Bye

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