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 Post subject: JoeQuake requests
PostPosted: Tue Aug 17, 2004 1:49 pm 
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Joined: Mon Oct 13, 2003 11:01 pm
Posts: 99
Location: Iowa
Hi,

1. Could you possibly make Joequake cheat-free compatible? Maybe use the ProQuake source? I usually use proquake because I play on some cheat-free servers and it would be too much of a hassle to switch clients all the time.

2. Is there a way to make the polyblend/damageshift adjustable? Such as .3 .5 .8? And all of the powerups?

3. Can you make use of the iplog with the proquake identify feature?

4. Have the ping next to the players name when you press tab.

And I am having trouble using some of the textures. I run Joequake as -game joequake. I put the wad textures in /textures/wad and the gfx textures/gfx, but when I run quake the hud's textures are all messed up. (I am using GL) When you use textures such as the Fuhquake textures do you put it as textures/textures? Where do I put the character set? Where do I get weapon textures?

Bam


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 Post subject: features requested
PostPosted: Tue Aug 17, 2004 8:59 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
I have done work on JQ for my own gameplay, so...

1.> Not entirely Proquake Cheatfree Compatible but it is possible to
make a JQ Cheatfree...

2.> Hmm, u mean varied lessen the color change? I prefer none but it
might be possible id have to look....

3.> Already included in my source

4.> Ditto, though it doesnt say "PING" on scoreboard but it still has the ##
(minor fix)

as for the textures, use /joequake/textures and put all the .png, .tga etc there...
if u wanna try my mulitplayer version of JQ (dubbed JQPro) contact me via email @ sputnikutah@hotmail.com....
exe is less than 1 meg but the source is around 3 megs in all...


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 Post subject:
PostPosted: Wed Aug 18, 2004 1:36 am 
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Joined: Mon Oct 13, 2003 11:01 pm
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Location: Iowa
Thanks!

I thought in the instructions it tells you to put them in seperate folders according to their purpose? But I'll try how you said.

Bam


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 Post subject: wad gfx etc...
PostPosted: Wed Aug 18, 2004 9:27 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
this is my cfg:
/joequake
.../gfx
........./charsets
........./env
.../lits
.../locs
.../textures
.../wad


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 Post subject:
PostPosted: Fri Aug 20, 2004 12:01 am 
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Joined: Mon Oct 13, 2003 11:01 pm
Posts: 99
Location: Iowa
I tried what you said, and I only got the gfx menu to work.

I put them like:

joequake/gfx
/wad

I put charset_id4 in the gfx folder.


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 Post subject:
PostPosted: Fri Aug 20, 2004 3:11 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
first of all, you needn't start the game with -game joequake coz the joequake directory is already in the path list as it's added automatically.
As for the textures, put all the hud related stuff into textures/wad dir. It _should_ work from there as it does for me. The menu related stuffs should go to /gfx dir, but NOT inside /textures, just a separate /gfx.
Charsets should go into /textures/charsets dir but this is a new thing which only works with this newest version of JoeQuake. Previously you had to place a charset.png (or .tga) into the /joequake dir, but now you can change it dinamically during the game.
Weapon textures... well this is a good question :)
I was browsing alot in the fuhquake forums and found some links, downloaded a few, but there are no exact links, at least not in my memory. I try to collect and tell you some if I found.


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 Post subject: weapon textures
PostPosted: Sat Aug 21, 2004 7:12 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
i have had the weapon textures in the /progs folder

there is a mod that has quake3 weapons for quake1 in .mdl format and includes jpg skins for those models ;)


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 Post subject:
PostPosted: Sat Aug 21, 2004 9:28 pm 
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Joined: Fri May 21, 2004 12:58 am
Posts: 22
A good place for weapon skins is here now that the fuhquake forums are closed :
http://www.quakeworld.nu/forum/viewforu ... ad906418d8


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