Gph Quake


Oh ok, thanks for the answer. So the crashes from what I read are normal, and more updates will hopefully fix that. Would overclocking the system help with that? If so, do you know how I could go about that?
 
hmm i have allready try i can enable the pollux again
in quake so you may can start in v8 quake with -cpu 800
to run quake at 800MHz

about the autoexec.cfg that not importan you can make your own
autoexec.cfg with your configs specialy for alias scripts...

But for next version i thing over

WiFi Ad-Hoc and new Menu
 
Oh wow, well I can't wait for v8 then :) Hopefully with the overclocking it will run pretty nice. Oh and great job Rikku, I love your work and very much appreciate it as I'm sure everyone else does.
 
i've noticed the sound sampling rate is higher at 44100mhz so fps is lower. how do i lower this?

i have some bugs to report:
-mod menu has graphic problems
-when running a mod, it can sometimes freeze
-when running a mod, the mod paks do not overide the id1 paks. so i get id1 models and not mod models. and models do show if i put pak in id1 folders.
-when viewing map list, mod list, or server list i can only select from one page.
 
1. Hmm i see nothing when i use 44100 or 11025.
2. Whats wrong with the Mod Menu?
3. I know about this problem with Mod Loader...
4. The Mod Loader load all content off the Mod it only dont Update the Conback screen.
5. Mod List work with all, Server, Maps, -List are Mod defined.
 
1. ok i thought it felt a little lower.
2. the word "mods"
4. i try quake 1 arena mod and weapons don't load.
5. i have a lot of maps and i can't go down the page in any menu.
 
Ok, so I tried oc'ing it to 750Mhz with GMenu2X and it seemed faster but crashed much quicker into the game then usual. Any take on this?
 
I have fix it now Thanks for that Info its only the Mods and Maps menu have
this problem now i fix it and work i just set the if() in a switch() that can
not work...

I dont know what you mean with the Mods Image for me its okey and i have set
the Sample rate now to 11025.
 
Rikku2000 said:
I have fix it now Thanks for that Info its only the Mods and Maps menu have
this problem now i fix it and work i just set the if() in a switch() that can
not work...

I dont know what you mean with the Mods Image for me its okey and i have set
the Sample rate now to 11025.

in the gfx folder the p_mods.lmp is messed up.
 
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i just wanted to share some of the configs and options i use in multiplayer that will greatly increase frame rate but lessen the visuals.

configs:
gl_player 4 (this only effects multiplayer)
gl_flashblend 1
gl_torchflares 0

ingame options are:
dynamic lighting normal
glow effect off
show particles off

i get a whopping 10fps more than the default config in a 16 player demo!
 
I have add successfull the Haptic to Quake :)

Work at moment by Damage...

PS: Haptic = Vibration.

Edit:
RPG and Lightning Gun have Haptic at attack.

add cl_haptic 0/1 to switch off/on...
 
Rikku2000 said:
New version is ready now. First Post

Runs great, by the way, I tried it with 800 MHz (with the pollux script), don't increase the maximum framerate, but the minimum framerate is much bett, from what I have seen, so I can greatly recommend it.
 
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of course the Framerate is low then the first quake port for the caanoo but this engine support a lot of features.

Info for Incress:
Setup the Skybox to 3d Skybox this will give you 3-4 FPS more
You can disable the Patickles will give 2-3 FPS more on Some place
Set Dynamic Light to Normal will give you 2-6 Fps more when its posible

at all you can have 8-9 FPS More

Info: This Quake is an enhanced version of Pickles Quake
 
Rikku2000 said:
of course the Framerate is low then the first quake port for the caanoo but this engine support a lot of features.

Info for Incress:
Setup the Skybox to 3d Skybox this will give you 3-4 FPS more
You can disable the Patickles will give 2-3 FPS more on Some place
Set Dynamic Light to Normal will give you 2-6 Fps more when its posible

at all you can have 8-9 FPS More

Info: This Quake is an enhanced version of Pickles Quake

I didn't complained about the low framerate, don't worry, it runs great, I only meant, that overclocking helps at the points, were the framerate is at minimum and that's good, cause the overall feel of the game is improved.
 
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you muste add cl_playdemo in the config.cfg

cl_playdemo 1 - Disable Demoplay

-cpu is an StartUp parameter

checkout the id1.gpe after -mem 64 you write -cpu 333 or so...

Info: i found somthing GLQuake requied 80mb Ram caanoo dont can give
me this but 72 Ram works fine please edit the id1.gpe and setup -mem 72
 
I can't get quake to work. I click on it in the menu, it goes to a black screen and then back to the Caanoo menu. I believe I need pak files, which I have downloaded but they havent made a difference. Any ideas?
 
awesome update rikku :) the game seems to run smoother. i've found a couple of things. the vispatch makes all water, lava, slime, and teleporter visuals transparent not just water. sometimes haptic works and sometimes it doesn't, i just restart the game to get it to work. and after using cl_playdemo 1 demos still play.

i see your gonna add gsensor support to the game. i'm very excited about this!
 
yep i know about cl_playdemo 1 dont know why when you hardcode in the config.cfg
set it will deleat i have to set it as a flag in v9 thanks for info :)

Yeah its strange with the Haptic i dont know why it sometimes not work but it work. hehe

Yeah the vispatch is an option to make some transparent okey maybe for lave its not
the best choice, lave must bi solid teleport and water are okey for it and now you
will understand, why i change the water and lava texture, it looks much better with.

For GSensor i give quake 4 new keys: Up=1, Left=2, Down=3, Right=4 so in conrols you
can setup the keys by your self and with 2 parameter you can setup sensifity.

I have edit the Touchscreen so i change the tochfields to Keys:
W, A, S, D. So if you want use it for View you can use "Alias Scripts"
for Quake.

my english so poor...
 
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