Q: Mouse cursor missing in windowed mode, cant move my Quake3 around?
Carmack: Oops, fixed
Q: Timedemo sometimes capping at 100fps?
Carmack: Don't think so but will investigate.
Q: Teamplay match player spawns with too much machingun ammo?
Carmack: Will discuss it with the guys.
Q: Annoying to pick up a rocket and ammo next to each other and have either 11 or 15 rockets depending on order they are picked up.
Carmack: That won't be changed.
During a presentation in Edinburg id software, for the first time, presented the bots against which you fight in the solo mode. There are to be approximately 20 different computer fighters in the finished game, among them a futuristic inline skater that hops over other players. When desired, beginners are guided by a tutor and make a sightseeing tour of the arena: Where are the best weapons, how do you come to the Quad Damage, where are secrets hidden?
* log all client transitions, item pickups, and kills
Log parser programmers rejoice!
* tournement queuing of spectators to enter the game
Yay! no more seeing who can type "team 1" fastest anymore.
* track wins and losses as long as you stay on a tourney server
* pass serverTime instead of msec for command timing, prevents timescale cheating
Finally
* fixed curve surface flags (no impact when landing on a curve bug)
Damn, no more landing on curves to avoid making noise. hehe
So then more months pass and then they're all hot again to get Q3A as a modem pack-in on the DC, which I would love to do. A console game with a fixed function network interface moving Q3A with really good modem level networking and everything would be great. You'd get better performance modem-wise on the DC, mainly because you wouldn't have a bunch of other operating systems fighting for space and interfering with the network capabilities of the system. I still think it's a good idea, and they basically had a deal on the table which we were ready to sign and they mysteriously pulled out at the last minute, perhaps because they lost a quarter of a billion dollars last quarter and they just didn't have any money. I don't really know.
Judging by these tests we have every right to admit: nVidia Riva TNT2 Ultra at all resolutions is an indisputable leader. Then follow nVidia Riva TNT2 and Matrox MGA G400, which is quite unexpected. Some time ago we used to often complain about a relatively weak ICD driver of G400, but with the release of a new driver version we got a much better performance as well as higher image quality.
All the graphics in Quake3 - rooms, players, icons etc. - are made out of polygons. Shaders are simple scripts that are used by the Quake3 engine and its compile tools to determine the properties of the polygon surfaces and how they are rendered.
The interpreted code has two prime benefits: portability and security. User mods done with qvms will automatically work on mac, linux, and any other oddball ports that get released.
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Unfortunately, even after doing most of the straightforward optimizations, the interpreter is causing a 20% slowdown in timedemos right now.
Ok here is sort of self-explained shaderlist (aargh i am tired -8o clock in morning) this is the complete list -all the stuff -things in ( ) are my own stuff.. I dont have the time now to explain how exactly to use theses things- but look at the shaderfiles -tip: search for the texture name you want to use.
It appears the dedicated server won't load if "set dedicated 0" is in your q3config.cfg file in the demoq3 dir. Delete that file, when +set dedicated 1 will work again.
/// Zoid.
Hey I just wanna share the q3 taunt.
Bind key "+button3"
I figgered it out from the cmdlist.
resolution r_smp 0 r_smp 1 640x480 88.1 fps 110.5 fps 800x600 87.6 fps 105.3 fps 1024x768 82.4 fps 90.3 fps
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