2 questions..

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PuPPeT
Posts: 18
Joined: Fri Oct 28, 2005 10:05 am

2 questions..

Post by PuPPeT »

1)i have searched all the .pk4 files.. i have find all the sounds, but
i CAN'T find the vocals.. (for example.. "excellent" , "combo frag" ..).if someone knows were to find, plz tell me :)

2)is there any command to remove the "sky"?
for example @quake3 there was the "r_fastsky 1"..

Thank you :)
Quakers Don't Die.. They Respawn..
Bdw3
Posts: 3348
Joined: Sun Mar 12, 2000 8:00 am

Post by Bdw3 »

1. The audio files you are looking for are located in the [sound\vo_english\mp] path of [zpak_english.pk4].

2. Not that I know of. :(
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: 2 questions..

Post by ^misantropia^ »

PuPPeT wrote:2)is there any command to remove the "sky"?
The executable contains 216 r_* cvars but none seem to influence the sky.
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Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Re: 2 questions..

Post by Foo »

^misantropia^ wrote:
PuPPeT wrote:2)is there any command to remove the "sky"?
The executable contains 216 r_* cvars but none seem to influence the sky.
I'm missing 2. Only got 214 :(
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

For your viewing pleasure. :p

Code: Select all

$ strings /usr/local/games/quake4/quake4.x86 | perl -e 'while (<>){ print if (/^r_(\w|\d)+$/) }' | wc -l
216
$ strings /usr/local/games/quake4/quake4.x86 | perl -e 'while (<>){ print if (/^r_(\w|\d)+$/) }'
r_fullscreen
r_mode
r_multiSamples
r_skipNewAmbient
r_forceLoadImages
r_lod_animations_distance
r_lod_shadows
r_lod_entities
r_videoSettingsFailed
r_actualRenderer
r_brightness
r_terrainScale
r_skipMegaTexture
r_showMegaTextureLabels
r_showMegaTexture
r_megaTextureLevel
r_slopNormal
r_slopTexCoord
r_slopVertex
r_mergeModelSurfaces
r_deriveBiTangents
r_views
r_draws
r_verts
r_tris
r_shadowtris
r_mbytes
r_shadowEnts
r_viewEnts
r_viewLights
r_showHitImages
r_showPrimitives
r_showDefs
r_showTris
r_showLights
r_showUnsmoothedTangents
r_showOverDraw
r_showPortals
r_showLightPortals
r_lockSurfaces
r_showEditorImages
r_trackTextureUsage
r_videoCard
r_portalsDistanceCull
r_skipTextures
r_showUnweld
r_showOverdrawDivisor
r_showOverdrawMax
r_lod_animations_coverage
r_lod_animations_wait
r_lod_entities_percent
r_lod_shadows_percent
r_inhibitNativePowerOfTwo
r_suppressMultipleUpdates
r_skipDecals
r_test
r_debugRenderToTexture
r_materialOverride
r_debugPolygonFilled
r_debugArrowStep
r_debugLineWidth
r_debugLineDepthTest
r_jointNameOffset
r_jointNameScale
r_drawBoundInfo
r_showSkel
r_useEntityCallbacks
r_showSafeArea
r_debugSphereSubdivision
r_showTextureVectors
r_showAlloc
r_showDominantTri
r_showTriangleTangents
r_showTangentSpace
r_showTexturePolarity
r_showEdges
r_showSurfaces
r_showDepth
r_showInteractions
r_showCull
r_showMemory
r_showNormals
r_limitBatchSize
r_showBatchSize
r_showSurfaceInfo
r_showDebugGraph
r_showViewEntitys
r_showLightCount
r_showInteractionScissors
r_showInteractionFrustums
r_showEntityScissors
r_showLightScissors
r_showShadowCount
r_showShadows
r_showSmp
r_showImages
r_showIntensity
r_showTrace
r_showRenderTrace
r_showLightScale
r_showDynamic
r_showDemo
r_showUpdates
r_showVertexColor
r_showSilhouette
r_lightAllBackFaces
r_orderIndexes
r_singleArea
r_singleSurface
r_singleEntity
r_singleLight
r_usePortals
r_demonstrateBug
r_screenFraction
r_useDepthBoundsTest
r_useCombinerDisplayLists
r_useScissor
r_useOptimizedShadows
r_useExternalShadows
r_penumbraMapDepthBias
r_shadowMapSlopeScaleBias
r_shadowMapDepthBias
r_usePenumbraMapShadows
r_useSimpleInteraction
r_flareSize
r_lightSourceRadius
r_lightScale
r_testStepGamma
r_testGammaBias
r_testGamma
r_testARBProgram
r_shadows
r_subviewOnly
r_skipGuiShaders
r_skipSubviews
r_frontBuffer
r_shadowPolygonFactor
r_shadowPolygonOffset
r_offsetunits
r_offsetfactor
r_clear
r_useFrustumFarDistance
r_useShadowCulling
r_useInteractionScissors
r_useInteractionCulling
r_useEntityScissors
r_useEntityCulling
r_useClippedLightScissors
r_useLightScissors
r_useLightCulling
r_useCulling
r_ignore2
r_ignore
r_testSpecialEffectParmValue
r_testSpecialEffectParm
r_testSpecialEffect
r_skipDownsize
r_skipROQ
r_skipDiffuse
r_skipBump
r_skipSpecular
r_skipOverlays
r_skipUpdates
r_skipFrontEnd
r_skipDeforms
r_skipFogLights
r_skipBlendLights
r_skipAmbient
r_skipTranslucent
r_skipRenderContext
r_skipRender
r_skipBackEnd
r_skipCopyTexture
r_skipDynamicTextures
r_skipInteractions
r_skipLightScale
r_skipPostProcess
r_skipSuppress
r_jitter
r_renderer
r_gamma
r_swapInterval
r_finish
r_ignoreGLErrors
r_znear
r_useInfiniteFarZ
r_useStateCaching
r_useIndexBuffers
r_useVertexBuffers
r_useCachedDynamicModels
r_useDeferredTangents
r_useTwoSidedStencil
r_useTurboShadow
r_useShadowSurfaceScissor
r_useShadowVertexProgram
r_useShadowProjectedCull
r_useNodeCommonChildren
r_useSilRemap
r_useTripleTextureARB
r_useConstantMaterials
r_useNV20MonoLights
r_useFastSkinning
r_useNewSkinning
r_lightDetailLevel
r_forceDiffuseOnly
r_checkBounds
r_singleTriangle
r_customHeight
r_customWidth
r_displayRefresh
r_aspectRatio
r_alphaToCoverage
r_useLightPortalFlow
r_glDriver
r_inhibitFragmentProgram
r_usePreciseTriangleInteractions
PuPPeT
Posts: 18
Joined: Fri Oct 28, 2005 10:05 am

Post by PuPPeT »

thanks for the help guys :)
Quakers Don't Die.. They Respawn..
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