#10119 posted by Ranger on 2010/09/07 15:59:27
I tried with Winquake;
I don't know about the loop information hypothesis, because wouldn't it say "blah.wav is not looped" in the console?
I'm running stock Quake (at s_khz 22). I even tried running with the SW Quake's pak0 & Quake's pak1.
AUTOEXEC
---
startdemos //demo1 demo2 demo3
cl_truelightning "1"
cl_bobbing "1"
show_stats "0"
cl_bonusflash "0"
skill "3"
ambient_fade "5"
ambient_level "1.0"
r_maxsurfs "6000"
r_maxedges "10000"
r_clearcolor "0"
r_novis "1"
r_wateralpha "0.5"
d_mipcap "0"
d_mipscale "0"
d_subdiv16 "0"
v_centermove "0.1"
v_centerspeed "400"
v_kickpitch "0.75"
v_kickroll "0.75"
v_kicktime "0.4"
showram "1"
showturtle "1"
sv_aim "1.00"
sv_idealpitchscale "1"
cl_upspeed "180"
cl_rollangle "2.5"
edgefriction "2"
scr_conspeed "2500"
scr_printspeed "16"
scr_consize "0.65"
bgmbuffer "16384"
menu_main
CONFIG
---
cl_sbar "0"
_cl_color "22.000000"
_cl_name "Ranger"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
freelook "1"
sensitivity "4"
lookstrafe "0.000000"
lookspring "1.000000"
cl_backspeed "140.000000"
cl_forwardspeed "140.000000"
s_mixahead "0.2"
s_volume "0.4"
bgmvolume "1"
viewsize "100"
fov "90"
joystick "0"
vid_resetonswitch "0"
vid_window_y "0"
vid_window_x "0"
block_switch "0"
vid_windowed_mode "0"
vid_fullscreen_mode "3"
_windowed_mouse "0"
vid_stretch_by_2 "1"
vid_config_y "600"
vid_config_x "800"
_vid_default_mode_win "7"
_vid_default_mode "0"
_vid_wait_override "0"
vid_nopageflip "0"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "1"
contrast "1"
gamma ".65"
crosshaircolor "79"
crosshair "1"
This is really bugging me, I mean I never noticed those 2 sounds were not playing until 2 days ago, I was thinking "I don't remember start.bsp's skill hall being this quiet"
 Other Info, Might Help Dunno
#10120 posted by Ranger on 2010/09/07 16:01:37
I have Shrak, SoA, DoE, Aftershock installed too...
How does a mod disrupt it?
 Ricky
#10121 posted by Ranger on 2010/09/07 16:07:07
I don't really think it's that because I installed SW Quake to see if it only affected CD Quake - I'm pretty sure I couldn't hear those 2 sounds in SW Quake
also got -heapsize 256000 & -zone 65536
if that helps
#10122 posted by Spirit on 2010/09/07 17:31:59
tried running without that weird autoexec.cfg?
 Autoexec
#10123 posted by Ranger on 2010/09/07 18:12:52
Hey, it ain't wierd - it squeezes the max outta Quake...
Anyhow, I figured out the issue: ambient_fade "5"
after making it to:
//ambient_fade "5"
Problem solved... the odd bit is that, I added that line to the autoexec to solve the amb sound issue in the first place - well it's fixed now so, ok
 And The Lesson Is
#10124 posted by Spirit on 2010/09/07 19:46:57
Reinstalling Quake is worthless if you keep your config files.
 ^^ That
#10125 posted by SleepwalkR on 2010/09/07 23:02:29
what spirit said
 Not Really
#10126 posted by Ranger on 2010/09/08 04:08:19
The part when I tried using SW Quake - It was just SW Quake with no cfgs or anything
 Quake3
#10127 posted by megaman on 2010/09/09 15:00:23
is it possible to make a func_door (or a plat?) toggleable in quake3?
 Of Interest I Guess ;)
#10128 posted by JPL on 2010/09/09 21:25:40
 Map Scale In Worldcraft
Hi guys, brief question: Using Worldcraft 3 atm. Is it possible to increase the space available for a map? Limited to about 8k or so units.
A further quick question, is it possible to do moving liquids? :)
 Extras4
#10130 posted by ijed on 2010/09/10 03:47:49
Has moving water volumes, search for an idgames2 mirror - should be in there somewhere.
Bigger maps have been explored - Necros built outside, but AFAIK the space can't be used to play in.
It's very time consuming to make the entire available space playable though, unless you just want a massive flat plain. I came close with one of my maps.
Unless you're making a mod going outside the limits probably isn't that useful.
 Func_bobbing
#10131 posted by ijed on 2010/09/10 03:49:18
Well, extras has water trains and a vertical only door type.
 Couldn't Find An Extras Link
#10132 posted by ijed on 2010/09/10 03:55:26
Maybe it's in here somewhere:
http://www.gamers.org/pub/idgames2/
It was made by p0x and has a load of toys to mess with, like emissions.
 Pox Mod
#10133 posted by madfox on 2010/09/10 09:17:45
 And
#10134 posted by madfox on 2010/09/10 09:19:38
exploding barrels, stars, breakables, stairs, fountains, chaotic boxes.
#10135 posted by gb on 2010/09/10 12:39:28
Maximum map size is a question of engine support. You can build stuff outside 4096x4096 and it'll show up in old engines, but you must keep the player away from the "line" or a massive HOM-like effect will occur.
If you require Darkplaces, FTE or something like it, then you can simply ignore the 4096x4096 restriction. However, you shouldn't go too far away from 0 0 0. You should be able to go 6000 units or so away from the center though without any noticeable side effects.
It is a pretty arbitrary restriction, really.
Yeah I'm not making something that massive in geometry complexity or number of areas (it's very linear), just a lot of long or high areas.
Can hopefully post up a gameplay prototype soon, will really appriciate some feedback on the difficulty settings and such :)
 8192*8192*8192 Actually
#10137 posted by negke on 2010/09/10 14:40:17
From -4096 to +4096 x/y/z
#10138 posted by gb on 2010/09/10 15:02:55
right, although I said 6000 units out from 0 0 0 which is outside of that.
The vanilla quake limit is 4096 units outward from (0 0 0) in all directions, correct.
#10139 posted by gb on 2010/09/10 15:07:55
plus, 8192x8192x8192 is only in relation to (0 0 0) - if you make a 6000x6000x6000 map (which technically fits inside the vanilla Quake boundaries) it can still break if it's not centered at (0 0 0).
Well, the map is over entity limits so requires Fitz or Darkplaces, but I'll just keep within the geometry boundaries for simplicities sake then.
A question on difficulty settings by the way, what's the general feeling on power ups? At the moment the monster count is pretty much halved for easy, and the monsters that remain are weaker, but I'm afraid it might be a bit boring. Any feelings on keeping a fight similar in monster count but chucking in a quad + mega for easy?
 Do That :)
#10141 posted by ijed on 2010/09/10 15:20:35
Removing enemies is ok, but more resources is better I find. Obviously, need to balance the two, but the second one tends to get ignored.
And killy stuff like quads are always fun.
#10142 posted by anonymous user on 2010/09/10 16:18:34
maps with Quad + SSG or SNG = lots of fun
#10143 posted by gb on 2010/09/10 23:31:51
Do both. Halve the monster count *and* give extra stuff on easy. Then on Hard, remove some health and ammo and add some monsters.
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