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 Post subject: why custom demos dont play?
PostPosted: Sat Jul 31, 2004 1:39 am 
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Joined: Sat Jul 31, 2004 1:33 am
Posts: 17
I'm talking about when you enter in a custom singleplayer game (-game parameter)with demos replaced...
you know? before you hit the esc key to go to menu... the demos dont play :shock: ... why the demos from the original quake have this "autoplay" and the demos from custom games dont have?

and my question is...
where i have to mess in the source code to make then "autoplay"?


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 Post subject:
PostPosted: Mon Aug 02, 2004 6:18 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
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Location: Hungary
becoz i removed the automatic startdemos sequence, but you know what? I'll add a variable so that you'll be able to turn it back on again. Next version will include it.


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 Post subject:
PostPosted: Tue Aug 03, 2004 6:03 pm 
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Joined: Sat Jul 31, 2004 1:33 am
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Thank you!!! :D

and btw... what more features the new version will have?
its just a bug-fixing-thing or we'll finally have this thing in joequake 8) :

http://members.iinet.net.au/~webster82/ ... htning.jpg

sorry for ask you this, but... its too damn cool 8)

and... AMF is also based in Fuhquake, so MAYBE is not too hard to add this awesome lightning effect :lol:


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PostPosted: Wed Aug 04, 2004 8:59 pm 
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Joined: Sun Mar 16, 2003 8:55 pm
Posts: 27
Location: Vancouver
that does look pretty damn cool :twisted:

_________________
deon dowman


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 Post subject: nice
PostPosted: Sat Aug 07, 2004 2:07 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
I tried to make an lg effect like this, but using particles emiting from
the player origin outwards. But was never successful...

ill soon post my modified joequake with source on the net when i get the page up


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PostPosted: Sat Aug 07, 2004 2:48 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
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Location: Hungary
hey, hi man! I'm happy to hear from you :)
I've added that lightning effect already btw, but that AMFQuake _does_ contain even more fucking cool effects which I'd like to add in the future. Thanks for the link Tribal.


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 Post subject: lg effect
PostPosted: Sat Aug 07, 2004 6:11 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
hmm wow, i just spent the last few hours getting that effect working :P
it creates the end spark all the time now weather its touching a wall or not
i couldnt get it to detect traceline or solidcontents correctly :P


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 Post subject:
PostPosted: Sat Aug 07, 2004 8:21 pm 
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Joined: Sat Jul 31, 2004 1:33 am
Posts: 17
Jozsef wrote:
I've added that lightning effect already btw.


:shock: :shock: :shock: :shock:

Wow!!!! You're quick!!! Thank you very much!! Its like a dream come true!!! Really!!!

Jozsef wrote:
AMFQuake _does_ contain even more fucking cool effects which I'd like to add in the future.


Yeah, but it seem that almost then makes use of a very complicate tracing effect (like rain - i love the rain, and the shambler's power effect - that one before he launch the lightning)

well, if you dont get these two working, i'm already happy with the lightning effect, thank you again :D

when the new version comes out????


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 Post subject: amf, and another thing...
PostPosted: Sun Aug 08, 2004 1:30 pm 
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quake.intertex.net
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Joined: Sat Nov 15, 2003 7:39 pm
Posts: 243
Location: Kansas City!
hmm i've noticed that in AMF, that 24bit textures on bmodels seem to be blended properly, while in joequake they are more grainy, i mean at a distance they are still quite sharp, i am trying to find the missing GL_BLEND?? hehe

or have u fixed this?


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