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ioq3 1.34-rc3

Posted: Wed Dec 13, 2006 9:59 am
by Timbo

Posted: Fri Dec 15, 2006 3:07 am
by a13n
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.

Posted: Fri Dec 15, 2006 4:03 am
by JB
wtf is this?

Posted: Fri Dec 15, 2006 10:31 am
by Timbo
a13n wrote:I need to test r_overbrightbits 1 on linux though.
Because RC2 had an odd color(somewhat dim yet better) with it.
Yes, it should now more closely resemble Windows visually.

Posted: Fri Dec 15, 2006 12:59 pm
by Jotabin
i don't get it... what is this?

Posted: Fri Dec 15, 2006 1:32 pm
by Timbo
An updated Q3 client, based on the GPL Q3 code. See http://ioquake3.org/.

Posted: Fri Dec 15, 2006 2:59 pm
by obsidian
Nice work. You should post up a more complete bug fix/feature list.

Curious, would this still work with stuff like CPMA?

Posted: Fri Dec 15, 2006 3:09 pm
by Survivor
Working hard! keep it up :icon14:

Posted: Fri Dec 15, 2006 4:30 pm
by dzjepp
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) :D

Posted: Sat Dec 16, 2006 9:17 pm
by v1l3
Very Nice! This just caused me to have an enormously large smile on my face.

Posted: Sat Dec 16, 2006 9:55 pm
by a13n
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)

Posted: Sat Dec 16, 2006 10:08 pm
by dubz
dzjepp wrote:
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) :D

most of the eu cpma servers dont have pb... but i feel kinda bad to play with and advantage..

Posted: Sun Dec 17, 2006 12:59 am
by v1l3
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.

Posted: Sun Dec 17, 2006 5:39 pm
by Timbo
Which operating system are you using? What's the value of s_backend?

Posted: Mon Dec 18, 2006 11:03 pm
by v1l3
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

Posted: Tue Dec 19, 2006 9:17 am
by Timbo
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...

\s_useOpenAL 0
\snd_restart

...in the console to go back to regular sound.

Posted: Tue Dec 19, 2006 2:21 pm
by Timbo
a13n wrote:
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 :paranoid:. Revision 733 is where the change went in.

Posted: Tue Dec 19, 2006 5:49 pm
by v1l3
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.

Posted: Fri Dec 22, 2006 1:50 pm
by Jotabin
OS = Operating System

That's Windows, Linux, Mac OS, etc...

Posted: Fri Dec 22, 2006 6:51 pm
by v1l3
Oh! Eh..

\kill


I'm on Windows XP(Hewlitt Packard)