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[RELEASE] OpenQuartz 2
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 11:10 am    Post subject: Reply with quote

Teiman wrote:
i think the demos are started on quake.rc with the command playdemos.

or something like that, I could be wrong.


Tei, man, I just wrote above that quake.rc file only launches the .cfg files. Wink
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sat Apr 10, 2010 11:31 am    Post subject: Reply with quote

Chip wrote:
Teiman wrote:
i think the demos are started on quake.rc with the command playdemos.

or something like that, I could be wrong.


Tei, man, I just wrote above that quake.rc file only launches the .cfg files. Wink


weird..

mine is this:

Code:


// load the base configuration
exec default.cfg

// load the last saved configuration
exec config.cfg

// run a user script file if present
exec autoexec.cfg

//
// stuff command line statements
//
stuffcmds

// start demos if not allready running a server
startdemos demo1 demo2 demo3



What is the problem, anyway? and sorry my lack of sense, I am too old for this.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 12:30 pm    Post subject: Reply with quote

mh said: "Precisely. that won't work with the latest DirectQ because I hard-coded the contents of the default quake.rc into the engine. And no, I have no idea whatsoever what I was thinking when I did it. Stupid."

How old are you, Tei?
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 8:00 pm    Post subject: Reply with quote

More progress these days with OpenQuartz 2, I added the QuakeWorld source and compiled it. I also set up a dedicated server and had a quick online match with my brother. Works like a charm.

I'm in the process of externalizing all gfx files, and creating new, simple ones.

The next version, 0.3, might bring a cleaner source, and more features. I'll be writing on my site about it. Stay tuned.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 9:55 pm    Post subject: Reply with quote

So, I have an issue. All my graphic files inside 'gfx' folder, like loading.lmp, ttl_main.lmp and so on are double in size inside the game. So, in fimg and Photoshop, loading.lmp is 128x32. While in game it is 256x64.

I tried Rygel's pack. The same titles are again double in size, thus looking huge in game. What am I doing wrong?

I'm playing on 1280x800 resolution.

P.S. Found somewhere something about this .lmp sizes but can't remember where.
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Sat Apr 10, 2010 9:59 pm    Post subject: Reply with quote

which engine?

some engines will scale the menu up for higher resolutions (controlled by scr_menuscale in fitzquake, not sure about other engines)
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 10:09 pm    Post subject: Reply with quote

metlslime wrote:
which engine?

some engines will scale the menu up for higher resolutions (controlled by scr_menuscale in fitzquake, not sure about other engines)


DarkPlaces.

Found this http://quakejapanctf.com/file/quake1/documents/fuhquake_command/misc.txt but it doesn't help that much. There must be something else.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Apr 10, 2010 10:36 pm    Post subject: Reply with quote

Try setting vid_conwidth and vid_conheight to the same values as vid_width and vid_height.
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Sat Apr 10, 2010 11:01 pm    Post subject: Reply with quote

Sajt wrote:
Try setting vid_conwidth and vid_conheight to the same values as vid_width and vid_height.


Should've mentioned this, but I did it already. It works OK but it's not flexible. I'm running Quake on wide resolution, and if I pack OpenQuartz with this configuration, a 4:3 screen would look stretched.

Moreover, if I don't pack the configuration, it would set up as default for DarkPlaces, half of vid_width and half of vid_height.

scr_menuscale 1 would set up both vid_conwidth and vid_conheight proportional. That's what I read about it.
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