Announcement

Collapse
No announcement yet.

Quake 1 and flashing entities....

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Quake 1 and flashing entities....

    In nostagia I installed the old faithfull, Q1. I was hoping to try out a new mod for it that was made with the help of the source code release by idsoftware. All is fine, even up to the point of using idgamma to brighten it up a bit. The problems are:

    1) The weapon overlaps and sticks through the HUD
    2) The weapon, doors, and some walls flash alot, the flashing is a flicker between being opaque and transparent, yea I can see through doors etc.

    Any thoughts? I run a G400max under WinME, PIII 650, 256mb, Asus CUVX motherboard.

  • #2
    Try these:
    http://forums.murc.ws/ubb/Forum4/HTML/001501.html
    http://forums.murc.ws/ubb/Forum4/HTML/001751.html

    Never mind the driver versions, though. Use the latest drivers and the command line parameters.

    Comment


    • #3
      Ah most excellent, the turbogl solved the problem and those posts had a couple nice command line options to so its all 100% now! I had searched the forums for Quake1 and what not but I didn't find those references. Thanks a bunch now I will try out that new mod, surprising how q1 still holds up.

      Comment


      • #4
        It´s a great game, isn´t it?

        Comment


        • #5
          Wait !!!!

          You have to try the new GL Quake !

          V1.13a (Windows/OpenGL Version)
          Added GLQuakeWorld Client v1.13

          V1.13 (Windows/OpenGL Version)
          Added bump mapping.
          Added slipgate mirrors.

          v1.12 (Windows/OpenGL Version)
          Added some inline assembler code to control the floating point control word.
          Added Alias model animation lerping and movement lerping (thanks to fenix@io.com)
          Added two more toggles in "Options" menu to control lerping

          v1.11 (Windows/OpenGL Version)
          Added a FAQ.
          Added "Weapon Flash Lighting" control in Options menu. (Controls gl_flashblend console var)
          Disabled Quake2-style skies.
          Added "r_shadows" control to Options menu.
          Disabled shadow generation for torches.
          Made torch light-flares smaller to try and stop them poking through walls.
          Tweaked torch light-flare attenuation and colour.
          Enabled fog underwater for cheap distance attenuation.
          Translated torch light-flare upward slightly in order to better coincide with torch flame.
          Split distributable into separate zip files for executable files and source code.

          v1.10 Windows/OpenGL Version
          Renamed exe as "quake1.exe" to avoid overwriting original glquake.exe. End-user can then use either executable.
          Added "UNOFFICIAL" to console background.
          Altered GLQuake version to 1.10.
          Made PGUP/PGDN repeat if console active.
          Quick-fixed shadows by making them opaque.
          Made console var "r_shadows" saveable in config.cfg.
          Altered "gl_ztrick" - now OFF by default.
          Altered "r_shadows" - now ON by default.
          Altered "gl_flashblend" - now OFF by default, and loggable.
          Added "gl_fog", "gl_fog_r", "gl_fog_g", "gl_fog_b" and "gl_fog_end" (all loggable).
          Disabled shadows for grenade and lightning-bolt (they were not being projected onto the ground).
          Increased particle density. Will net games suffer?
          Added ARB_multitexture.
          Ensured that ARB_multitexture is chosen over SGIS_multitexture.
          Added control to "Options" menu to allow OpenGL fog to be switched on and off.
          Added Version Resource to exe.
          Added check - fog disabled if player is immersed in liquid (since you don't really get fog underwater).
          Reduced alpha in Draw_FadeScreen - easier to see changes to scene made by altering menu options (i.e. fog).
          Added sliders to "Options" menu to allow control of fog depth and fog colour.
          Enabled Quake2-style sky drawing.
          Added #define Q2SKY to project settings to compile quake2 sky code.
          Added pak_kh.pak file (sky textures, dev.cfg).
          Created own sky textures and replaced ones in pak_kh.pak.
          Added torch flares.
          Added flicker to torch flares.
          Modified torch flares to vary intensity inversely with distance.
          Added "gl_torchflares" console var to Options menu.


          Before you go crazy, the above mentioned bump mapping is not EMBM, but uses the embossing technique ... still looks cool though and the latest revision is now at 1.13b, but the author didn't update his history yet.

          Cheers,
          Maggi
          Despite my nickname causing confusion, I am not female ...

          ASRock Fatal1ty X79 Professional
          Intel Core i7-3930K@4.3GHz
          be quiet! Dark Rock Pro 2
          4x 8GB G.Skill TridentX PC3-19200U@CR1
          2x MSI N670GTX PE OC (SLI)
          OCZ Vertex 4 256GB
          4x2TB Seagate Barracuda Green 5900.3 (2x4TB RAID0)
          Super Flower Golden Green Modular 800W
          Nanoxia Deep Silence 1
          LG BH10LS38
          LG DM2752D 27" 3D

          Comment


          • #6
            anyone able to play TF with the GLQuake Maggi mentioned? My screen is garbled...

            Comment


            • #7
              Quake .... the mother of all polygon based FPS as we know today.

              You can wake me in the middle of the night for a good 1vs1 deathmatch game in DM2 - Claustrophobopolis!

              Comment


              • #8
                Yes. Put the TurboGL.dll in the Quake folder and rename it to opengl32.dll.

                Comment


                • #9
                  Thanx for the tip, Maggi. This GLQuake is great and works flawlessly with the TurboGL.

                  Comment


                  • #10
                    yup ... I tried it too and while the ICD had probs, the TurboGL ran fine.



                    Don't you love these bumps & fog ?

                    Cheers,
                    Maggi
                    Despite my nickname causing confusion, I am not female ...

                    ASRock Fatal1ty X79 Professional
                    Intel Core i7-3930K@4.3GHz
                    be quiet! Dark Rock Pro 2
                    4x 8GB G.Skill TridentX PC3-19200U@CR1
                    2x MSI N670GTX PE OC (SLI)
                    OCZ Vertex 4 256GB
                    4x2TB Seagate Barracuda Green 5900.3 (2x4TB RAID0)
                    Super Flower Golden Green Modular 800W
                    Nanoxia Deep Silence 1
                    LG BH10LS38
                    LG DM2752D 27" 3D

                    Comment

                    Working...
                    X