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------- FuhQuake 0.26 Build 300 -------
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun Dec 08, 2002 12:18 am    Post subject: ------- FuhQuake 0.26 Build 300 ------- Reply with quote

Version 0.26 Build 300

New Features

Support for 24bit gfx.wad images and menu graphics.

MP3 player (winamp control in win32: more info).

Added pent/quad/both skin forcing (enemyquadskin, enemypentskin, enemybothskin and teamquadskin ...).

Support for binding all buttons on logitech mice with or without -dinput (more info).

Added teammate/enemy/eyes pointing (use tp_point +players). Works in tf too without spy cheating. (more info).

Major improvements to the linux client (keypad keys made bindable for one), including the release of a GLX client (more info).

Added sys_highpriority (no sys_yieldcpu yet). Use this only if you know what you're doing.

Added macros $pointatloc $pointloc $point $need (identical to %t %y %x and %u but work in if statements etc).

Added $ledpoint (works like mqwcl's %sp).

Added %X %Y %j %k and %m from qizmo (FuhQuake supports all the important qizmo macros now).

Added tp_name_armortype_* (used by %A and $armortype).

vid_modelist with -dibonly in win32 software now lists all possible refresh rates (320x200@77 etc).

Greatly improved the degree to which you can customise crosshairs, including using PNG/TGA images in GL and having crosshairsize/crosshair.txt work in both Software and GL (more info).

Added con_clearnotify and con_wordwrap to customise console printing.

Added cl_deadbodyfilter 2 - removes bodies as soon as death occurs (thanx weedbix).

Changes from 0.25 Build 260

Readded workaround for buggy < beta6 quakeforge servers.

cfg_save_unchanged defaults to 0 now (everyone should switch to this).

Mvd's now showup in linux demo player menu.

Made f_responses work when numbers follow the f_request.

cl_floodprot doesn't affect qizmo menu navigation anymore.

Disabled pointing/pickup reporting of weapons/ammo when deathmatch makes it inappropriate (eg weapons/ammo in dmm4).

crosshair.txt goes in fuhquake\crosshairs\crosshair.txt instead of in the base dir (eg c:\quake\fuhquake\crosshairs\crosshair.txt except you can change fuhquake to qw or id1 or fortress etc).

Changed %r to give last reported location instead of #rockets (qizmo behaviour). Use $rockets if you want to report rockets amount.

Tweaked -ruleset smackdown (more info).

Removed vid_displayfrequency from win32 soft (use vid_modelist and vid_mode with -dibonly).

Taking a screenshot to a dir you don't have write permission to no longer causes fuhquake to quit.

Using v_viewheight does not alter the thickness of the shaft anymore.

E1M1-8 textures also searched for in textures/e1mx (and same for e2mx, e3mx and e4mx).

Team ignore list now supports team names of up to 16 characters.

Removed cl_triggers and added tp_triggers and tp_msgtriggers (both on by default so shouldn't cause probs.)

Can point to keys (shows up as flag).

Other misc. small changes.

Bug Fixes

Fixed crash occuring when ktpro servers being unpaused.

Fixed bug causing voodoo cards to crash on map load or display white skins.

Fixed crashes occuring on weird ass servers Smile

Fixed v_contendblend not working properly in software.

Fixed rare bug causing some mvd's to crash on load.

Fixed scoreboard brackets [] sometimes not being drawn around the right player.

Made tp_name_quad/pent/ring work for %p and $powerups.

Fixed weapon model interpolation bug drawing certain models poorly.

Fixed if statements longer than 256 characters causing possible crashes.

Fixed crosshairsize not working in GL when using conwidth 320.

Fixed cfg_save/cfg_load not working properly when -basedir used.

Other misc. small bug fixes.


Last edited by fuh on Tue Jan 07, 2003 2:06 pm; edited 46 times in total
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Sun Dec 08, 2002 11:12 pm    Post subject: Reply with quote

Pleas fuh, add the following to the next version:
- the code for 8 mouse-button, which works without dinput and with MS mices (I posted it in the other thread)
- set the gl_smoothfont to a default of 0 instead of 1 (as workaround for the bug when trying to set it to 0...)
- please, please, please Razz add the code for the keymap feature, which would really help all the international users and their different keyboard mappings.
I can give you the whole code as a patch to v0.25Build 260 (of course with #ifdefs) and also a complete German keymap file.
I'm really bored with always reimplementing it in newer versions Sad
(BTW: I extended the zquake-feature; now you're able to set all three levels of the keyboard)
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Mon Dec 09, 2002 12:13 am    Post subject: Reply with quote

Massa wrote:
Pleas fuh, add the following to the next version:
- the code for 8 mouse-button, which works without dinput and with MS mices (I posted it in the other thread)
- set the gl_smoothfont to a default of 0 instead of 1 (as workaround for the bug when trying to set it to 0...)
- please, please, please Razz add the code for the keymap feature, which would really help all the international users and their different keyboard mappings.
I can give you the whole code as a patch to v0.25Build 260 (of course with #ifdefs) and also a complete German keymap file.
I'm really bored with always reimplementing it in newer versions Sad
(BTW: I extended the zquake-feature; now you're able to set all three levels of the keyboard)


8 mouse buttons : send me the code and i'll deal with it.
smoothfont : find out whats causing it and how to fix it *properly* and I'll implement it.
keymaps : send me the patch. not adding it in next version but I will consider adding them in a future release. I'd like to begin looking at the code now.
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neooffs



Joined: 16 Sep 2002
Posts: 133
Location: Porto Alegre, Brazil

PostPosted: Mon Dec 09, 2002 3:05 am    Post subject: Reply with quote

what the $ledpoint report?
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SyS



Joined: 26 Nov 2002
Posts: 36
Location: Hungary

PostPosted: Tue Dec 10, 2002 7:34 pm    Post subject: $ledpoint Reply with quote

From mqwcl readme:
Code:

%sp   - This reports the type of the pointed object as a LED according to the
        following rules:
   
GREEN  - if teammate
RED    - if enemy
YELLOW - if powerup
BLUE   - if other object (weapon, armor, ammo etc)
         
        This is useful for point message, like: say_team "-$\%sp me: %t"
       
        Note: Eyes are treated as enemy

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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Wed Dec 11, 2002 5:48 am    Post subject: Reply with quote



something special about that pic (not the quad skin)


Last edited by fuh on Sat Dec 21, 2002 10:53 pm; edited 1 time in total
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Wed Dec 11, 2002 10:28 am    Post subject: Reply with quote

theres 8 lines of say messages in the top left?
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Povo-Hat



Joined: 09 Sep 2002
Posts: 139
Location: Australia

PostPosted: Wed Dec 11, 2002 1:44 pm    Post subject: Reply with quote

strange black marks just above that overhead beam's shadow?
the quad guy seems to be glowing red?
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Wed Dec 11, 2002 2:17 pm    Post subject: Reply with quote

different textures to the fuhquake installer Razz
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Wed Dec 11, 2002 4:42 pm    Post subject: Reply with quote

no cigar!

PS, I think the reason why the glow is not blue is because the blue light is blended with some yellow/orange light from shooting (muzzleflash type thing).
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Wed Dec 11, 2002 4:56 pm    Post subject: Reply with quote

You have a completly blue skybox Razz

we neeed some hints, is it big, small ....
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Guest






PostPosted: Thu Dec 12, 2002 6:38 am    Post subject: Reply with quote

I see an arrow above the head of the of that player in background, perhaps like the yellow arrow above teammates head in q3.
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Thu Dec 12, 2002 6:53 am    Post subject: Reply with quote

I thought that was a nail that was shot as he was falling down, needs to be a dif colour if its an arrow
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ScubaSteve
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PostPosted: Thu Dec 12, 2002 6:55 am    Post subject: Reply with quote

Quote:
I see an arrow above the head of the of that player in background, perhaps like the yellow arrow above teammates head in q3.

I noticed that too but I thought it was a nail Confused
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Thu Dec 12, 2002 7:52 am    Post subject: Reply with quote

Are the shadows of the buildings normal?
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SmashCLS



Joined: 25 Sep 2002
Posts: 28
Location: Porto Alegre - Brazil

PostPosted: Thu Dec 12, 2002 10:57 am    Post subject: Reply with quote

oldman wrote:
theres 8 lines of say messages in the top left?


con_notifylines 8 Very Happy


in this image those two black boxes aren't shown.. (ya, I know, this have already been told here)


just to be more specific Smile
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dkure



Joined: 26 Sep 2002
Posts: 861
Location: Sydney, Australia

PostPosted: Thu Dec 12, 2002 12:28 pm    Post subject: Reply with quote

I believe that those 2 black boxes you speak of are the models for packs, from dox's TF pack
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DarkAngel



Joined: 13 Sep 2002
Posts: 62

PostPosted: Thu Dec 12, 2002 4:36 pm    Post subject: Reply with quote

24 bit fullbright on the button texture?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Thu Dec 12, 2002 4:43 pm    Post subject: Reply with quote

DarkAngel wrote:
24 bit fullbright on the button texture?


the screenshot was taken whilst watching a demo, where 24bit fullbrights have always been enabled withotu restriction.

I've started a witchhunt HEHE

if you look through the list of new features up top you'll see I've added something which should tell you what is special about this screenshot.
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mike



Joined: 05 Dec 2002
Posts: 39
Location: australia

PostPosted: Thu Dec 12, 2002 5:26 pm    Post subject: Reply with quote

was it taken in linux? :>
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