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#26 2013-02-16 10:22:33

Spirit
Administrator

Re: Quake in WebGL

Updated again and I unpacked the paks with success.

Also removed the idiotic "sv_aim 666" after I tried playing a bit and wondered why auto-aim was off. Sorry about that, no idea what I added it.

negke: Is that normal? Shouldn't I use a 1.06 progs.dat? Why do I have a 1.01 pak? Did I play with that all the years without knowing?

#27 2013-02-16 11:42:54

negke
Moderator

Re: Quake in WebGL

I assume many people do and are unaware of it. It's because the standard Quake installation is 1.01 and the patch has to be applied manually. Although I'm not sure if there were later distributions that already had the new progs on the installation cd. The Steam version is patched to 1.06 afaik.

There were only two changes to single player mode (one of which was making Shub unkillable by weapons), so it probably isn't very noticable, especially since many of the other issues are likely being taken care of by a modern port. A good way to test which version you have is to run the game with an old executable like WinQuake or GLQuake and check if impulse 12 works.

Edit: Actually, there are several other changes that affect SP as well. See the changelog.

#28 2013-02-16 18:34:12

Spirit
Administrator

Re: Quake in WebGL

I enabled caching of dem|bsp|mdl|wav|ogg|lmp files and disabled caching of js files.

#29 2013-02-17 11:22:30

SiPlus
Member

Re: Quake in WebGL

http://i.imgur.com/QdXu1XL.jpg
Very laggy at the moment, and the dedicated server needs a lot of work.

#30 2013-02-20 08:59:49

SiPlus
Member

Re: Quake in WebGL

I added mouse support for Chrome.

#31 2013-02-20 13:53:53

Spirit
Administrator

Re: Quake in WebGL

I pulled and now it does not load for me anymore in Chromium and Firefox.

So I restored: "HEAD is now at 708f9cd... Build 17: laggy multiplayer client"

#32 2013-02-20 15:50:59

SiPlus
Member

Re: Quake in WebGL

Did you update WebQuake.htm and IN.js? I edited the .htm file to include IN.js. If you did, something is wrong with caching. Try pressing Ctrl+F5.

#33 2013-02-22 06:11:10

qbism
Guest

Re: Quake in WebGL

Originally ran well a few days ago, and fast!  Now it stops after the loading plaque, no console or console background.  There's a small region at top left area of screen where mouse disappears.  I did try ctrl-F5.  Using chrome beta, version 25.0.1364.97 beta-m.  A great project in any case, thanks!

#34 2013-02-22 09:58:18

SiPlus
Member

Re: Quake in WebGL

Oops, I forgot to update WebQuake.htm in the repo.
I uploaded another update. This adds brightness settings.

#35 2013-02-22 10:53:29

Spirit
Administrator

Re: Quake in WebGL

Updated earlier and noticed it works again.

Got a bug to file though, see Github in a moment.

#36 2013-02-22 12:51:27

SiPlus
Member

Re: Quake in WebGL

You're pressing too many buttons at the same time. This is JavaScript limitation, not WebQuake bug.

Also, I pushed another commit fixing a typo in host.js (cliet instead of client).

And, there is mouse support in Chrome, that message in console is not actual anymore.

#37 2013-02-22 17:46:55

qbism
Guest

Re: Quake in WebGL

That did it!  Mouse capture and brightness work.  The performance and playability of it are amazing, basically indistinguishable from a native game.

#38 2013-02-22 18:07:49

SiPlus
Member

Re: Quake in WebGL

Don't expect multiplayer very soon, however. For an unknown reason, the client adjusts time for outdated packets, and newer packets are received from the future. I tried to send markers in the beginning of each frame and delete all received messages when one is received, but this doesn't want to work. Also I won't be able to use my primary PC tomorrow.

#39 2013-02-22 23:43:45

xuhu
Guest

Re: Quake in WebGL

For some reason I just get an empty white screen (the console is visible/usable though). Both chrome and firefox. I could play on a previous version a few days ago.

#40 2013-02-22 23:52:29

xuhu
Guest

Re: Quake in WebGL

...and it's working again. Amazing o_O

#41 2013-02-25 18:02:33

SiPlus
Member

Re: Quake in WebGL

Committed build 21.
- Sky now blocks rendering and is rendered only through brushes with sky texture. This fixes seeing through sky in the beginning of E4M7 and through QTest teleporters.
- Changed RCON request format.

#42 2013-02-26 10:54:40

Spirit
Administrator

Re: Quake in WebGL

Pulled!

#43 2013-02-26 17:03:11

SiPlus
Member

Re: Quake in WebGL

I know that you're tired of refreshing it, but I updated it again. Increased far clipping plane distance and made far sky not cut.

Maybe you could make a subdomain for WebQuake with PHP (or, at least, a way to setup self-made native CGI) and SQL and give me admin access to it?

#44 2013-02-27 17:01:05

Spirit
Administrator

Re: Quake in WebGL

Nah, I don't want to host people again. I added the updates to my feedreader, then I know daily. Github is stupid for spamming all about new issues but not about new checkins when you are "watching".

Thanks!

#45 2013-03-01 15:32:16

SiPlus
Member

Re: Quake in WebGL

Why don't you want? I will manage everything by myself.
Also, Chrome devs transferred the Linux/Mac/Android sound bug to Windows. Damn!

#46 2013-03-13 12:10:59

SiPlus
Member

Re: Quake in WebGL

Multiplayer server is here!

#47 2013-03-15 12:41:40

Leego
Guest

Re: Quake in WebGL

I try to load the game in my Chrome browser and I get some weird message saying "(file name) file is not a pak file"(I can't remember the name of the file at the moment). Is there a way to fix this?

#48 2013-03-15 15:25:22

Spirit
Administrator

Re: Quake in WebGL

Please try it on http://webquake.quaddicted.com and if the message persists, do say what file it complains about. ;)

#49 2013-03-15 16:21:33

SiPlus
Member

Re: Quake in WebGL

Anybody can host a deathmatch server?

#50 2013-03-15 16:22:22

SiPlus
Member

Re: Quake in WebGL

Leego, your web server doesn't support byte serving. Try Abyss Web Server.

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