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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Fri Feb 19, 2010 4:01 am Post subject: |

mh wrote:
One suggestion. I see that you've changed the default for sv_aim to disabled. I'm not sure if I like the idea of changes to defaults that affect gameplay behaviour (a full discussion on that would be a matter for a separate thread though).

Yes, I see your point. My plan was that I would have a config file which would set the cvars to replicate the original Quake behaviour exactly (and a menu option to execute it), but that by default they would be set to the "better" settings. Although it could just as easily be the other way around (default to "legacy" behaviour with an option to enable a bunch of "good" settings)...
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mk Joined: 04 Jul 2008 Posts: 95 |

Posted: Sun Apr 11, 2010 8:12 am Post subject: Re: GoldQuake : Improved WinQuake |

Sajt wrote:
Some precedents are ToChris and Makaqu. (...) I'll use these for reference if I ever need to. But I'm not interested in starting with them as a base, because I have no idea how buggy they might be (I recall ToChris to be a bit crashy).

ToChriS 1.67 is really stable, more than vanilla Quake from what I recall.
Makaqu's 3D renderer sometimes crashes, I never found out why. Aside from that, I don't remember Makaqu having any other bug that isn't in WinQuake. So, except for the 3D renderer crashing, it's more stable.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Apr 11, 2010 1:36 pm Post subject: Re: GoldQuake : Improved WinQuake |

mk wrote:
So, except for the 3D renderer crashing, it's more stable.

I don't think bombing to desktop screwing your mouse settings after restarting the same level isn't worth handwaving as 'stable'. It isn't.
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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun Apr 11, 2010 2:58 pm Post subject: |

I've never seen Makaqu. I have the source but was never able to get a hold of a build. I used ToChris for my mods circa 2004 or so when I was using a laptop with no hardware capabilities. It was good but there were crashes where WinQuake didn't crash (although using WinQuake on Windows 98 was a death wish also...). I don't remember the circumstances of the crashes though.
As for news... I haven't worked on GoldQuake in a while. A long time ago I started an edit to allow scaled console graphics (vid_conwidth/vid_conheight), which works, but I still haven't gotten around to all the vrect stuff, sbar updating and whatnot. Some other stuff got in the way and I haven't gotten back into Quake things yet. But you should still expect a GoldQuake release sometime in 2010...
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mk Joined: 04 Jul 2008 Posts: 95 |

Posted: Sun Apr 11, 2010 4:50 pm Post subject: Re: GoldQuake : Improved WinQuake |

leileilol wrote:
I don't think bombing to desktop screwing your mouse settings after restarting the same level isn't worth handwaving as 'stable'. It isn't.

It's most likely a bug in the 3D renderer. I'm taking a look.
Sometimes I also get this while the console scrolls up during the beginning of the first demo, and when changing the resolution.
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Makaqu engine blog / website.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.

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