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=peg=



Joined: 17 Dec 2008
Posts: 12

PostPosted: Tue Feb 10, 2009 2:40 pm    Post subject: Reply with quote

Quote:
Quote:
independent water/lava/slime/tele alpha sliders
I'd thought about something like that but it seems too fiddly. Some people will want full control over each, some will want just a single cvar for everything; I think the way I have it is a reasonable compromise. If I can think of another way I'll see what can be done, but no promises.


how about a "master" slider that controls the overall translucency of all liguids, and sub sliders for all individual liquids.. much like the master volume slider on sound mixers..

Then if someone just wants everything translucent he can adjust the master-slider and if someone likes to tweak it more, he can adjust the individual sliders..

just an idea..
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Tue Feb 10, 2009 6:13 pm    Post subject: Reply with quote

=peg= wrote:
Quote:
Quote:
independent water/lava/slime/tele alpha sliders
I'd thought about something like that but it seems too fiddly. Some people will want full control over each, some will want just a single cvar for everything; I think the way I have it is a reasonable compromise. If I can think of another way I'll see what can be done, but no promises.


how about a "master" slider that controls the overall translucency of all liguids, and sub sliders for all individual liquids.. much like the master volume slider on sound mixers..

Then if someone just wants everything translucent he can adjust the master-slider and if someone likes to tweak it more, he can adjust the individual sliders..

just an idea..

That was another idea on the list, and it's probably one of the more sensible ones. A "Lock Sliders" option would also be there, and would appeal to me more as it seems it would be easier to replicate default GLQuake behaviour with it.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Wed Feb 18, 2009 12:09 am    Post subject: Reply with quote

mh wrote:
A "Lock Sliders" option would also be there, and would appeal to me more as it seems it would be easier to replicate default GLQuake behaviour with it.

Done. Very Happy

Expect 1.5 any day now... Wink
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Mon Mar 02, 2009 10:00 pm    Post subject: Reply with quote

Aaaaaand (drum roll, maestro) ... 1.5!

http://mhquake.blogspot.com/2009/03/been-while.html
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Tue Mar 03, 2009 2:05 am    Post subject: Reply with quote

Nice stuff.. Thank you.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Wed Mar 04, 2009 6:45 am    Post subject: Bugs to report Reply with quote

Nice to see you back. I started wondering if real-life took you forever. I got some bugs to report. The first one is NailGun and LightningGun lighting effects. They seem to be tearing the screen. I tried to take some screenshots while firing but I couldn't. While firing the NailGun, the screen has a jerky movement and light appears in horizontal stripes. The same with the LG.

When exiting the first level (E1M1), Quake crashed with the "DirectQ.exe encountered an error an needs to close..." message.

Resolution changing works perfectly for me. I would like, however, just like in other games, first to set the resolution and then click an "Apply" button. I'm not sure about that either, but I've seen it in many modern games.

Great job. Hope to see more changes/additions/features soon.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Mar 04, 2009 3:36 pm    Post subject: Re: Bugs to report Reply with quote

..I've not seen any of the things Chip has, but I do agree with him on resolution switching. I don't like at all how the resolution switches just by browsing the different res settings. I would much prefer to select a setting and then hitting apply manually to switch that resolution as the way in many other game engines DP, EZQ, Q2, Q3, D3, Q4, etc..

Chip wrote:
Resolution changing works perfectly for me. I would like, however, just like in other games, first to set the resolution and then click an "Apply" button. I'm not sure about that either, but I've seen it in many modern games.

Great job. Hope to see more changes/additions/features soon.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Wed Mar 04, 2009 4:58 pm    Post subject: Reply with quote

Agreed, I don't like it either. Very Happy

To be honest, menu support was a last-minute addition which was just tested to ensure that it didn't crash; most of the real testing and work was done in the console (using the various vid_ commands and cvars).

For the muzzleflashes, and if memory serves, r_rapidfire 0 will revert it to normal behaviour.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Mar 04, 2009 10:35 pm    Post subject: Reply with quote

..That was my guess and why I didn't even mention it untill someone else did... Laughing Good to know though...

mh wrote:
To be honest, menu support was a last-minute addition which was just tested to ensure that it didn't crash
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Thu Jun 11, 2009 4:28 pm    Post subject: Reply with quote

1.6 is out: http://mhquake.blogspot.com/2009/06/release-16-is-ready.html

SourceForge is being a total pain again, so I've stuck it onto RapidShare for the time being. I'll move it to SF when it stops being broken.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Thu Jun 11, 2009 4:38 pm    Post subject: Reply with quote

Yay, thanks. I was looking forward for a new release.

Let's see what's new Wink
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Thu Jun 11, 2009 5:16 pm    Post subject: Reply with quote

Oooops - the Draw_TileClear function in the released version clamps the texture instead of wrapping it. Embarassed

I'm going to leave it be for now and fix it for the move to SF.

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Edit: 1.6.1 - http://mhquake.blogspot.com/2009/06/release-161-is-out.html

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Edit: 1.6.2 - http://mhquake.blogspot.com/2009/06/release-162-is-out.html

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It's that time again. Wink http://mhquake.blogspot.com/2009/07/163-is-out-directq-goes-to-stable.html
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Wed Jul 15, 2009 7:10 pm    Post subject: Reply with quote

Just tried this on my Win98SE Machine. Won't run because it says it expects a more current version of windows. :/
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jul 16, 2009 5:15 am    Post subject: Reply with quote

Dr. Shadowborg wrote:
Just tried this on my Win98SE Machine. Won't run because it says it expects a more current version of windows. :/

Well considering you can't even install 9.0c (note the c) on Win9X, the target platform is out of the question unfortunately. Hey, I can't get anything newer than 7 on my 486 either, even in Windows 2000. (Win2k on a 486 is not a typo. I even had the patience to run Cinebench r10)
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Jul 16, 2009 5:28 am    Post subject: Reply with quote

(side note)
Wait! Cheapy, how much money DO you want to make a fully
animated player model fro Quake1????!


I mean basic normal tough guy, something that would appeal to the average HUMANOID!!
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