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PostPosted: Sat Oct 22, 2005 1:09 am 
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True, but i was playing with Blender <?> i think it was and it loads mdls from quake1 and allows a function that adds more polygons. Now its the SAME model but smoother around the edges. Yes, Cheapy made a gargoyle! OMFG he spend 10000 hours making soething no one gives a rats ass about. where he could have made a nice player model Ugh!

:wink:


Last edited by sputnikutah on Sat Oct 22, 2005 1:09 am, edited 1 time in total.

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PostPosted: Sat Oct 22, 2005 1:09 am 
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the current model is not very detailed...and just looks old. when you're using a quake engine that provides all the visual improvements it really makes sense to have a model that looks more like a current game.

i tried plague's...which is funny and goofy, but I like the fact that the weapon updates....it doesn't change colors to show teams and such however...another cool feature would be to show the color of the current armor the person really has.



Image


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PostPosted: Sat Oct 22, 2005 1:12 am 
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I once had that Idea to have the shirt color represent the armor you carried, but got alot of grief from players.. omfg like it only strategy! I think that would ROCK and yet its possible. on md3? not sure :/


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PostPosted: Sat Oct 22, 2005 2:45 am 
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sputnikutah wrote:
I once had that Idea to have the shirt color represent the armor you carried, but got alot of grief from players..


Knowing the armor strength of your fellow players would be information privy to those with a special engine. Therefore that feature would be considered a cheat on any sever that didn't expressly allow it.


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PostPosted: Sat Oct 22, 2005 3:03 am 
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The person in the picture must be a god! 000 life and 000 ammo yet he has 100 ammo on the left screen. Ninja Monkey!

edit: I always have a red top if that makes it easier for you :wink:

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PostPosted: Sat Oct 22, 2005 3:34 am 
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toyo_mr2 wrote:
sputnikutah wrote:
I once had that Idea to have the shirt color represent the armor you carried, but got alot of grief from players..


Knowing the armor strength of your fellow players would be information privy to those with a special engine. Therefore that feature would be considered a cheat on any sever that didn't expressly allow it.


Toyo, that would require a server-side mod, so don't sweat it.

The client doesn't know the health or armor of opponents and not even a rogue engine could do it, that info isn't sent to the client from the server.

By the way, Sput's MD3 pack has a flame.mdl that needs deleted! Or at least if you use it with 0.15, you must delete the flame.mdl or the "classic flame torch particle" will NOT appear.

Image

Image


Last edited by Baker on Sat Oct 22, 2005 4:02 am, edited 1 time in total.

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PostPosted: Sat Oct 22, 2005 3:53 am 
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Some of the most interesting things you can do with MD3s are use Quad/Pent replacement models, as in a more sinister looking pent, for example.

Image

And those more complicated ammo box and rocket box models, for instance.

http://s91840528.onlinehome.us/joequake/ammo-models-goes-in-joequake-maps-folder.zip (3.1 MB)

Ammo boxes that used to be linked on the Telejano site, but the link is dead. They go in c:\quake\joequake\maps (yes, that seems weird but ammo boxes are, in fact, little maps).

The tga files go in c:\quake\joequake\textures\q3models (in QRack, they go in c:\quake\qrack\textures\md3skins).


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PostPosted: Sat Oct 22, 2005 1:40 pm 
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Toyo,
The shirt color code was for the server mod not the client engine.
It would update for all players using any form of a quake exe. Same way that you see team colors now, it would just check your armor value and set the shirt color directly. This wasn't implemented in older mods since that access to the shirt color itself is a QC hack. But now, it's supported using JP Grossman's compiler and internal offsets. :shock:


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PostPosted: Tue Oct 25, 2005 2:17 am 
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How about adding b_switch & w_switch from fuhquake?
If you already have a cvar that gets rid of the automatic weapon switching on pickup please post it.


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PostPosted: Tue Oct 25, 2005 4:48 am 
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hey Jozsef can u add this command please!

+set vid_displayfrequency


becouse i can get more then 60 if i dont use this command in fuhquake or ezquake for dm...and have the same problem in single player and joequake is getting very good...hope u can add this is a simple comand!

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PostPosted: Tue Oct 25, 2005 6:34 am 
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Quote:
hey Jozsef can u add this command please!

+set vid_displayfrequency


yeah, i can add that command.

just for you to know, there's already a beta version of multimodel support in joequake 0.15 exists. You may try it out if you wish.
choose _ANY_ of a q3 player model, place the lower.md3, upper.md3, head.md3 files to a folder named progs/player/ in your joequake dir. Also copy lower_default.skin, upper_default.skin and head_default.skin AND animate.cfg to this dir. And finally copy all the texture files to textures/q3models/. Start joequake-gl, turn chase_active on, and enjoy!


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PostPosted: Tue Oct 25, 2005 11:36 am 
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Hey Baker, JoeQuake doesn't seem to like those "little maps" ammo boxes :? just crashes.with the wrong version number.

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PostPosted: Tue Oct 25, 2005 11:46 am 
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Make sure you are using 0.15 dev, it shows on the console in the lower right corner.

I used to get that error message in 0.14 because 0.14 did not support md3s.


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PostPosted: Tue Oct 25, 2005 12:40 pm 
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okie dokie, I'll go upgrade

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PostPosted: Tue Oct 25, 2005 12:55 pm 
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Ya... I don't see 0.15 anywhere on the Joequake site

Edit: oh what the hell? Joequake moved :P

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PostPosted: Tue Oct 25, 2005 8:56 pm 
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It would be a good idea if Joszef put a note on his old site where the new site is. Although most people know the URL,

1. I see a lot of links to the old site
2. The old site still comes up #1 in Google when doing a search for JoeQuake. The present site comes up #2.


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PostPosted: Tue Oct 25, 2005 9:56 pm 
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you know you can change the meta in ur old site so it just doesn't show up :P

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PostPosted: Tue Oct 25, 2005 11:57 pm 
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ok here's what I found buggy/questioning about the new version.

1. pings are 0
2. in runequake, I have status being used every minutes :? (or less)
3. my INS key doesn't work, even when I use BIND INS action while playing
4. I'm not sure what "security module not found" means
5. pq_drawfps and pq_confilter don't work. Are they renamed?

About the ammo box MD3s, why does the big cell box not have a model?

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PostPosted: Wed Oct 26, 2005 12:54 am 
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Canadian*Sniper wrote:
ok here's what I found buggy/questioning about the new version.

1. pings are 0
2. in runequake, I have status being used every minutes :? (or less)
3. my INS key doesn't work, even when I use BIND INS action while playing
4. I'm not sure what "security module not found" means
5. pq_drawfps and pq_confilter don't work. Are they renamed?

About the ammo box MD3s, why does the big cell box not have a model?


1. That feature isn't working yet and Joszef noted it in the whatsnew.txt

2. I get that. It may be related to #1. I thought it was only me and that I had some server impulse in my config ;)

3. I have things bound to INS and it works. Post your config and someone could see what is happening.

4. The ProQuake security module reference is in the source. I actually tried to connect to max.essentrix.net to see what would happen. Since a cheat-free build has to be digitally signed by JPG, I was pretty sure I wouldn't be able to connect but I wasn't 100% sure ;)

5. pq_drawfps isn't the right variable in JoeQuake, it is show_fps 0/1.

6. pq_confilter ... which filters out "you got the rockets" ... I don't see an equivalent.


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PostPosted: Wed Oct 26, 2005 1:17 am 
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There was no #6 :P

but if I type "BIND INS +jump" it sounds work. My ins key isnt busted because it works with other quake engines. I type in that command while playing the game, it should change if not disabled

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