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 Post subject: FOV+ProQuake
PostPosted: Sun Nov 02, 2003 10:45 pm 
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Joined: Sun Mar 09, 2003 10:47 pm
Posts: 1612
Location: Ohio
I've been thinking about FOV lately due to a post @ TLTQ.com and something someone else said.

I've heard ppl complain that ProQuake doesn't preserve FOV, doesn't matter to me because I use 90, but some people avoid ProQuake due to this because they use 103 or 110 .... then again, the Rune of Weirdness probably messes them up too.

Just something to say, to bad no one (as far as I know) keeps a good list of things of ProQuake fixes|suggestions ... of course, the 2 or 3 big ones for me would be the

1. NAT Server Side Fix (Yugo fix)
2. Download the maps as you need them and have it be zipped (like JoeQuake's .dz "demo zipped" format)
3. FOV fix
4. Custom configable PNG in ProQuake that can be advertising for whoever hosts the ProQuake download. It would be cool to embed ads in ProQuake and have it easy to config for the distributor (like just change ads.png).
5. If you are going to make maps autodownload, why not make advertising auto-download and create a revenue stream for server operators? [I have a killer idea unrelated to this feature].

I wouldn't mind seeing #4 in JoeQuake, btw.

Hey, Joe, if you read this ... XQuake had a feature that spitted out a URL that said where to get XQuake. I have an idea that would blow that away. I'll send you a private message.

_________________
quake.shmack.net:26000 = RQ, 26001 = Rocket Arena, 26002 = Vote-Anything
quake.ihoc.net, Rockets/jet/7 runes
quake.singed.net, RQ on E1M7
http://www.GameStatus.Net stats, http://www.GameAholic.Net Q1 servers


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PostPosted: Wed Nov 05, 2003 11:21 am 
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Joined: Fri Oct 24, 2003 2:09 pm
Posts: 252
Location: Hungary
Gonna think about it.
But first, I'd like to add the major ProQuake thingies (working on them now).


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