Any updates on themuffinman's ioq3-pp project?

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BabyPuncher
Posts: 1
Joined: Sat Jul 11, 2015 4:24 pm

Any updates on themuffinman's ioq3-pp project?

Post by BabyPuncher »

I stumbled across this thread and was thrilled to find a branch of ioquake3 that pretties up the UI at high resolutions and fixes ioq3's mediocre widescreen support. I was wondering if there have been any updates or if I can get my hands on the source code. The only problem I have with the engine right now is the broken 3D UI elements.
VolumetricSteve
Posts: 449
Joined: Sat Nov 06, 2010 2:33 am

Re: Any updates on themuffinman's ioq3-pp project?

Post by VolumetricSteve »

You might wanna try the ioquake3 forums:

http://community.ioquake.org/
m4xpower
Posts: 32
Joined: Wed May 20, 2015 8:40 pm

Re: Any updates on themuffinman's ioq3-pp project?

Post by m4xpower »

I sent you a pm :)
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Any updates on themuffinman's ioq3-pp project?

Post by themuffinman »

It has been updated a bit and is leaning towards having its own game mod, fixing and improving a lot of small issues in the game along with high-res 2D assets etc etc.... can't remember half of what I did since it was months ago. Also can't do new builds right now since the compiler is fucky on my new PC.

Here's a build from March:
https://www.dropbox.com/s/ltfhguly45rpn ... 3.zip?dl=0

No documentation or anything so you'll need to poke around and figure it out yourself... source I'll provide soon as I get the chance. Oh, and the new player icons included are from some HD pack that I got somewhere... ModDB maybe? So credit to the author there, whoever it was.
m4xpower
Posts: 32
Joined: Wed May 20, 2015 8:40 pm

Re: Any updates on themuffinman's ioq3-pp project?

Post by m4xpower »

annoying bug/feature:
- folder "home-fnquake3"

the separation of log, cfg and others into respective folders is a nice feature on paper, but really blows when you actually use the client.
example of a console command sequence:
clear
viewpos
condump levelshot.cfg

this will create a file log/levelshot.cfg which in consequence cannot be accessed by exec levelshot.cfg - and no exec ../log/levelshot.cfg does not work.

not to mention that this whole %appdata% fuckup should be avoided at all costs. nobody wants a gazillion files scattered in baseq3, some other "home-folder" and possibly %appdata%\whatever\you\can\thinkof

also: yyz

ps: playing with bots drops back to main menu
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Any updates on themuffinman's ioq3-pp project?

Post by themuffinman »

Why would you even run a console dump as a config file? Anyway, you can revert to the game directory with an asterisk... so you could do this:

exec *logs/levelshot

Not sure with the version above but by default it shouldn't use appdata. If it is, just add +set fs_useBaseHome 1 to the command line.

The home folder is used to separate fnquake3 configs from the rest to avoid spamming up incompatible cvars between engine mods, and it allows you to store all your settings, demos and screenshots in one location... making it more convenient for backing up. There should be a fs_useHomeDir cvar to disable this though.

Bots shouldn't crash the game but I know there's an engine-side issue at level change that I need to sort out... but that's why there's a beta tag!

Edit: I think it's time for me to figure out this Github thing and upload the source.
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Any updates on themuffinman's ioq3-pp project?

Post by themuffinman »

I finally figured it out!

https://github.com/themuffinator/fnq3
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