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Qrack Bug(s)???
http://forums.runecentral.com/viewtopic.php?f=9&t=968
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Author:  steve [ Sun Nov 06, 2005 5:03 pm ]
Post subject:  Qrack Bug(s)???

Is this the right place to report Qrack bugs?

1. When someone with a name surrouned by parenthesis says something, it beeps the "messagemode2" sound instead of default sound. i.e. someone with a name of "(steve)" will say something, the team speak sound is loaded.

2. On quake.shmack.net, the armor is set to rotate between green, yellow, and red every few seconds. When running Qrack, the armor models do not change on screen.

Author:  yellow#5 [ Sun Nov 06, 2005 5:51 pm ]
Post subject: 

1: I get too.
2: Never seen that. You sure rotating armor was on? Maybe your armor models are funked up?

Author:  sputnikutah [ Mon Nov 07, 2005 2:51 am ]
Post subject: 

1. I suppose someone could name themselves (player) and confuse the mm2 sound.. it's a literal parse on the console buffer.

2. If you touch the armor and u dont need it it seems to stay "green" for example then goes back into rotation mode. I thought that was normal for runequake. The skin bit is all thats being rotated for atleast what the client sees. So, i dont see how its on the engine side if its stuck :/

Author:  steve [ Tue Nov 08, 2005 11:39 am ]
Post subject: 

Ya, ignore my #2 bug. I screwed something up myself.

Author:  sputnikutah [ Wed Nov 09, 2005 3:44 am ]
Post subject: 

Ah true though steve IF you are using MD3 models, its just 1 armorskin! :O

Author:  Baker [ Wed Nov 09, 2005 3:49 am ]
Post subject: 

Is there a way for MD3 armor models to work properly? The brief time I've tried MD3s, I think even the Red/Yellow armor showed up as green.

Author:  Aquashark [ Sun Dec 11, 2005 9:05 am ]
Post subject: 

got the latest Qrack build from your site and there are some issues with certain textures (i use the retextured bmodels from Quake Retexturing Project + on dm4 screenie the textures from Mortuality movie which work fine in every other engine, including JoeQuake):

Image
Image

Author:  sputnikutah [ Sun Dec 11, 2005 3:21 pm ]
Post subject: 

are those md3 bmodel? The Md3 format in qrack tries to be standard to darkplaces/qmb and tomazquake by placing skins in md3skins though some engines use md3boxes for ammo boxes, and i think joequake uses just /textures. I couls / should have it look in the textures folder 1st..

Author:  Aquashark [ Sun Dec 11, 2005 5:57 pm ]
Post subject: 

nope. the bmodels are default quake bmodels and as you can see in the second photo only the lateral sides of the cells bmodel aren't textured.. the top is ok.

Author:  Aquashark [ Tue Feb 28, 2006 7:18 pm ]
Post subject: 

halt! error! :/

Image

Author:  sputnikutah [ Tue Feb 28, 2006 9:30 pm ]
Post subject: 

use -mem 64 on the command line

Author:  RocketGuy [ Wed Mar 01, 2006 8:52 am ]
Post subject: 

yeah, that helped me

Author:  Aquashark [ Wed Mar 01, 2006 3:06 pm ]
Post subject: 

yepp.. 10x

also for some weird reason i have whited out textures
(the screenshot is from dm4 low GA tele)
Image

and you should implement a r_viewmodelsize cvar that affects .md3 weapon models as well.. md3 weapon models look bad with a fov > 100

Author:  yellow#5 [ Wed Mar 01, 2006 5:27 pm ]
Post subject: 

well it's probably the texture that's causing the problem aquashark. remember to make your replacement texture the same aspect ratio as the original, e.i. if the original was 32x64, the new one can be 64x128, or 128x256, or even 73x146, etc.

Author:  Aquashark [ Thu Mar 02, 2006 5:23 am ]
Post subject: 

the health pack textures are from Quake Retexturing Project unmodified.
they work with ALL other engines, including JoeQuake.
the tele textures also work as well with all other engines.

i can only conclude to the fact that all animated textures (with _luma) suffer from this

please remedy this!

Author:  Up2nOgOoD[ROCK] [ Fri Mar 03, 2006 1:06 am ]
Post subject: 

yellow#5 wrote:
well it's probably the texture that's causing the problem aquashark. remember to make your replacement texture the same aspect ratio as the original, e.i. if the original was 32x64, the new one can be 64x128, or 128x256, or even 73x146, etc.


Texture dimension doesn't cause white textures, only distortions.

If the problem is only with luma textures, I can say I'm 99% sure that it's because of the values JoeQuake expects lumas to be. I don't quite remember atm, but Spike or LH told me that old fq/tenebrae engines used lumas which don't have a completely black background. QRP, however, uses a new standard with FULL black backgrounds. Jozsef would know better than me, but I'm sure this is the problem?

Author:  Aquashark [ Fri Mar 03, 2006 4:35 am ]
Post subject: 

all textures show up fine in JoeQuake.. it's Qrack specific

anyway.. i pimped Qrack a little :)

Author:  Jozsef [ Fri Mar 03, 2006 4:25 pm ]
Post subject: 

Quote:
all textures show up fine in JoeQuake.. it's Qrack specific


yea ;)

btw next JQ release will have r_viewmodelsize affection on .md3 models, but I bet Sput could do it in a sec if he wanted to

Author:  sputnikutah [ Fri Mar 03, 2006 6:32 pm ]
Post subject: 

Fixed the luma bugs, hmm does md3 have luma support?
Been trying hard to get celshading on md3 (works sorta), crappy fps though :(

thanks for the pimps, but Yellow#5 made the texture.

though it would be cool if we had better textures of more than 1 character,
i remmember when quake skins were all the rage :P and 24bit skins DO make our poly-limited player model look 10x better ;)

Author:  Canadian*Sniper [ Sat Mar 04, 2006 6:26 am ]
Post subject: 

sputnikutah wrote:
thanks for the pimps, but Yellow#5 made the texture.


I thought old yeller just made the collection :?

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