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 Post subject: Joequake setup
PostPosted: Wed Apr 14, 2004 8:04 pm 
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Posts: 24
I have been using Telejano for quake until now as I only use single player.
Someone told me about Fuhquake so I downloaded the full pack with textures and models -ran well and looked great.
After spending a few days going through commands and cvars i got everything working well but as fuhquake doesn't run mods or mission packs properly Fuh directed me to Joequake.
I have installed Joequake as closely as I can to my Fuhquake configuration - but there are a few things I have questions on. If Joe or someone else could help I would much appreciate it:

1. Is there a way to get the console and options text to use hi-res fonts? With fuh it uses : gl_consolefont "charset-1" .
This makes a big difference to the user interface.
2.How do you disable or change the size of the time counter on top right of screen?
3.I have got textures working ok -placed them in joequake/textures -but models don't show up properly. What is the correct directory structure for monster models, monster skins and item models and skins in joequake?
Do all models compatible with fuh work with joequake?
4. Is there a way to centre the position of the status bar ?- Fuh uses: scr_centersbar "1" .
5. Is there a command to quit quake immediately? Fuh uses: cl_confirmquit 0.
Thanks for any help


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PostPosted: Thu Apr 15, 2004 4:14 pm 
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Joined: Fri Oct 24, 2003 2:09 pm
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Location: Hungary
1. yes in the new fuhquake version the loading of console charsets have been changed. joequake has the previous version of this routine: place the wanted character table image into the /joequake dir and rename it to charset.png (or .tga).
2. play with the scr_printstats(_*) variables. More info in joequake.txt
3. for alias models: textures/models, for brush models: textures/bmodels, for hud elements: textures/wad
4. joequake uses the same
5. heh, no there is not :) you can only use quit then press enter though. I can add this confirmquit if you wish, though


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PostPosted: Thu Apr 15, 2004 4:58 pm 
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That's great - thanks for your help Joe.
I've spent a bit more time on Joequake and it runs well .I had trouble with the config file changing every time - after reading Bakers post I maually adjusted it and made it read only - no problem now.
confirmquit addition would be appreciated- a nice simple feature.
Another request - if possible could you enhance the lightning gun effect?
I have looked at more than 10 ports and Telejano has the best for this . It uses zing1,2,3 and4.tga and bolt.tga in it's main pak file under textures/particles. I have tried it with joequake but i guess the engine needs to be programed to read the files.
Thanks again


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PostPosted: Fri Apr 16, 2004 2:37 pm 
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I'm gonna add confirmquit then, and also will think about this lightning thingie...
btw, on Fuh's forum there was a big discussing about the LG's effect, many ppl popped up their ideas, we'll see if Fuh's gonna make some cool stuff again :)


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PostPosted: Fri Apr 16, 2004 7:12 pm 
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Thanks Joe
Also is there a chance of doing 2 hi-res intermission pics for joequake?
I have copied all the fuhquake ones from fuhquake/pak0.pak/gfx - but
conback.png
mainmenu.png
are both fuhquake specific.
Some personalised joequake .png's would be good
Thanks again for your response and help - Have just played rogue and hipnotic with joequake - it's good to see the different weapons working again.


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PostPosted: Sat Apr 17, 2004 2:48 pm 
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yeah, I'd be the same happy for that just like you :)
But unfortunately my graphical skills were only enough to make some missing status bar elements for hipnotic... well, this was just an example :) I meant that my knowledge of editing images isn't much more than zero, so I can't do that from myself. Also it'd be great if the new images would fit with the Fuh ones (in style).

Btw, there's only one intermission pic, and the one with Fuh fits to NQ engines as well, don't you think?


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PostPosted: Sat Apr 17, 2004 6:55 pm 
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Yes If you could find the guy who did mainmenu.png i'm sure it wouldn't be hard to delete mp3 player and put in maps and demos.
Like you i know nothing about editing these things - for someone who knows it should be fairly easy.


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 Post subject: Menu graphics!
PostPosted: Sun Apr 18, 2004 2:40 pm 
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I've done a set of menu graphics which includes a joequake specific mainmenu and some other menuitems not used in fuhquake aswell!
I've done all menuitems that showed up in fuh + joequake on my comp! I hope that's enough :wink:

Unfortunately I havn't "released" them yet because of certain reasons :oops: but as soon as I do I'll make a post about it here on this forum!

Anyway, they look something like this:
Image

btw I think "Dobbz" are the one who made fuhquake's menus!

/Moon[Drunk]


Last edited by Moon[Drunk] on Wed Apr 28, 2004 12:45 pm, edited 1 time in total.

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PostPosted: Sun Apr 18, 2004 8:16 pm 
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Looks great Moondrunk - any idea when you are going to release them?


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PostPosted: Wed Apr 21, 2004 2:10 pm 
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Hopefully quite soon :wink:


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PostPosted: Wed Apr 21, 2004 4:38 pm 
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Good news MoonDrunk.
On a second look - there is an extra line of text on the joequake main menu- between options and demos :- maps.
Could you put this on the final release?
Thanks


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PostPosted: Thu Apr 22, 2004 5:32 am 
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Yep! I'll do it asp!


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PostPosted: Sat Apr 24, 2004 5:12 pm 
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There is even the multiplayer menu do me made, just in case... :roll:


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PostPosted: Wed Apr 28, 2004 12:47 pm 
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finally released http://forums.runecentral.com/viewtopic.php?t=435


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