I gave it a quick try.
Jesus is back!
Skybox seams not found! :icon28:
I need to test r_overbrightbits 1 on linux though.
Because RC2 had an odd color(somewhat dim yet better) with it.
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
obsidian wrote:Nice work. You should post up a more complete bug fix/feature list.
Curious, would this still work with stuff like CPMA?
It works fine with cpma, but of course it doesn't work on pb servers, so it's pretty much useless for online play. (Not knocking the project or anything, it's fabulous)
Timbo wrote:Yes, it should now more closely resemble Windows visually.
r_overbrightbits for linux still not implemented in rc3
Is it impossible to pre-convert the textures just as some of the new unreal1 drivers do so?(at the expense of loading time and memory usage)
[color=#FF00BF]I pwn police! - Biff[/color]
[color=#666666]When I went to a zoo, I found myself in another zoo, too. - a13n[/color]
[color=#999999]Homeless is a living proof that[/color] [color=#FF00BF]Benjamin Franklin's quote "There're two things certain, tax and death" is wrong[/color] [color=#999999]and GOD had wanted[/color] [color=#FF00BF]him to be an evil liar, that is, SATAN[/color][color=#999999]. - a13n[/color]
[color=#666666]There are too many GODs in this werld for [/color][color=#FF00BF]the ONE&ONLY[/color][color=#666666] to be valid. - a13n[/color]
[color=#666666]Nothing ventured, the rest of everything just given. - a13n[/color]
[color=#FF00BF]I need a soldier! - Sarge[/color]
obsidian wrote:Nice work. You should post up a more complete bug fix/feature list.
Curious, would this still work with stuff like CPMA?
It works fine with cpma, but of course it doesn't work on pb servers, so it's pretty much useless for online play. (Not knocking the project or anything, it's fabulous)
most of the eu cpma servers dont have pb... but i feel kinda bad to play with and advantage..
I replied a lil quick doh! To busy smiling over skybox
When I was (in TeamArena) firing directly at the opponent, the sound of the gun(firing) goes in and out. Instead of hearing the gun, I'm only hearing the hitting of the opponent. I was playing on map alm3dm4v2 in cpma, and it has a rain falling sound to it... The sound of the rain was also flickering in and out along with the gunfire.
The sound is fine with the weapon when just running Vq3 (baseq3-normal game). It seems to want to occur only when running a mod.
I have a 3500+ AMD Athlon 64 Processor...Integrated ATI RADEON XPRESS 200 Graphics (a1210n)
s_backend "OpenAL"
I don't quite know why s_backend in baseq3 is "base", then when in Q3TA it's OpenAL. Don't mind me though, as I'm an idiot with most of this, but I figure I should bring that up if it's an odd thing. dunno
You didn't say which OS you used. It's likely that your problem is your OpenAL drivers though. OpenAL is a library to provide 3D sound capability. The hardware drivers for it are notoriously bad right now, especially on Windows. The default is for OpenAL to be disabled, so I'm not really sure how you've managed to enable it for some mods. Type...
Timbo wrote:Yes, it should now more closely resemble Windows visually.
r_overbrightbits for linux still not implemented in rc3
Is it impossible to pre-convert the textures just as some of the new unreal1 drivers do so?(at the expense of loading time and memory usage)
Hmm... works for me . Revision 733 is where the change went in.
eh..sorry, but your gonna have to tell me what OS is, and where I can find the info. I literally started Q3A when it was released for Sega Dreamcast, and never planned to own a computer, yet a clan member sent me his old one years back....hence a computer, which got me addicted to the game. Much more entertaining than a video game system. =)
I put \s_useOpenAL 0 in my start up script, and it fixed that problem...minded I had to add alot of cvars to my autoexec.cfg, but not a problem.
I noticed something odd now that I didn't notice before...I booted up cpma and decided to load up cpm23(by Lunaran)and the lines in the sky were still there. So, I put cpm23 in the baseq3 folder and played it in the normal game un-modified, and the lines were gone unlike if I ran it in the Cpma mod.