Stupid questions
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Stupid questions
1. What's the LG damage? Has it been changed in the last say, 3 years? It felt like trash back then but now it feels more viable
2. Has DM19 (space chamber) ever been in rotation? If so, were there any problems with it? It seems like it could work in the map pool, probably better than 16
3. Why is my player model "doom" no matter what i pick, is this because i have a lot of weird paks in baseq3?
2. Has DM19 (space chamber) ever been in rotation? If so, were there any problems with it? It seems like it could work in the map pool, probably better than 16
3. Why is my player model "doom" no matter what i pick, is this because i have a lot of weird paks in baseq3?
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Re: Stupid questions
1. yes, after various requests and discussions it was upgraded, along with more backup/secondary weapons, something like 1-2 years ago or something like that since as you said the way it was it was probably not much useful.
2. dm19 along with I think the entire standard map pool does run in the ffa server so you might want to check there. as for the main UnFreeZe servers it's evident those kind of lower tier maps (ex. dm18, dm9, dm19 etc etc) just do not work at all. I mean, the "bulk"/average tier maps (ex. dm10, dm16 etc) barely work there as you're noting yourself those would just completely ruin the servers.
3. yes most likely some sort of client bug/incompatibility with these servers. try changing it to something standard and keep in mind that in team games the ones that count are the team_model and team_headmodel values instead.
2. dm19 along with I think the entire standard map pool does run in the ffa server so you might want to check there. as for the main UnFreeZe servers it's evident those kind of lower tier maps (ex. dm18, dm9, dm19 etc etc) just do not work at all. I mean, the "bulk"/average tier maps (ex. dm10, dm16 etc) barely work there as you're noting yourself those would just completely ruin the servers.
3. yes most likely some sort of client bug/incompatibility with these servers. try changing it to something standard and keep in mind that in team games the ones that count are the team_model and team_headmodel values instead.
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Re: Stupid questions
Oh wait a second, I meant DM18, 19 is definitely too cancer. 18 is the one that actually has walls so I thought it would be viable. But it might suck due to the line-of-sight issue where three of the five paths have no obstacles to prevent rail whoring.
As for the model I'll just accept that my q3 folder is a mess and live with it; this doesn't affect team/enemy, only own sounds. I get the warning about "unclean pk3s" but it's probably not that.
As for the model I'll just accept that my q3 folder is a mess and live with it; this doesn't affect team/enemy, only own sounds. I get the warning about "unclean pk3s" but it's probably not that.
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Re: Stupid questions
Lol dm18 ,Lewd wrote: ↑Sat Jun 15, 2024 18:55 Oh wait a second, I meant DM18, 19 is definitely too cancer. 18 is the one that actually has walls so I thought it would be viable. But it might suck due to the line-of-sight issue where three of the five paths have no obstacles to prevent rail whoring.
As for the model I'll just accept that my q3 folder is a mess and live with it; this doesn't affect team/enemy, only own sounds. I get the warning about "unclean pk3s" but it's probably not that.
20players chaos
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Re: Stupid questions
Okay, okay. So I've tried the "official client". At least as far as I'm willing to go; I'm not running someone's custom exe or DLLs or installing their certs. (what the hell are those provided for? this screams fishy) Not to mention ioq3 is a bad port by today's standards.
So I installed the qvm part and yes, I did manage to set my player model - though as it'll turn out in a sec, this had nothing to do with my client, this is because the cvar's name had changed, and I can do this just fine on my old setup. The name is also dumb - it's "team_model" and "team_headmodel" but it doesn't affect the team at all, it affects the selfmodel.
On the other hand, everything else was broken - I could not find any cvars for team/enemy models or colors, and as it turns out, they were teal/yellow and this is the exact opposite of my normal setup. It goes without saying that my lizard brain just made me shoot allies on sight and ignore frozen ones.
So it seems like the official client doesn't do much besides make the HUD more readable. The only thing I managed to discover was changing the enemies from yellow to full green - slight improvement at the cost of looking like my GPU is about to die, and it doesn't fix the teal ally issue. To reap the actual benefits of this fullbright mode I had to completely ruin my overBrightBits settings, and I'd probably need picmip too. (which i normally don't do)
Overall 2/10 experience, I'll stick to my "broken" setup since the important part works now. Installing the client isn't really a value add.
Attaching screenshots to demonstrate why yellow enemies are a horrible idea in q3 (especially with rocket lights being as lemon yellow as they are)
So I installed the qvm part and yes, I did manage to set my player model - though as it'll turn out in a sec, this had nothing to do with my client, this is because the cvar's name had changed, and I can do this just fine on my old setup. The name is also dumb - it's "team_model" and "team_headmodel" but it doesn't affect the team at all, it affects the selfmodel.
On the other hand, everything else was broken - I could not find any cvars for team/enemy models or colors, and as it turns out, they were teal/yellow and this is the exact opposite of my normal setup. It goes without saying that my lizard brain just made me shoot allies on sight and ignore frozen ones.
So it seems like the official client doesn't do much besides make the HUD more readable. The only thing I managed to discover was changing the enemies from yellow to full green - slight improvement at the cost of looking like my GPU is about to die, and it doesn't fix the teal ally issue. To reap the actual benefits of this fullbright mode I had to completely ruin my overBrightBits settings, and I'd probably need picmip too. (which i normally don't do)
Overall 2/10 experience, I'll stick to my "broken" setup since the important part works now. Installing the client isn't really a value add.
Attaching screenshots to demonstrate why yellow enemies are a horrible idea in q3 (especially with rocket lights being as lemon yellow as they are)
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Re: Stupid questions
the cert is provided so you can actually verify the source of the provided binaries (i.e. this site, fpsclassico) and that they have not been modified (beyond this site) since they are self signed (a code signing certificate is like 250 €/year approx if you want to pay for one so a self signing certificate is not needed to be distributed for this purpose go for it and do so at paypal.me/adminless otherwise I'll stick to the self signed certificate for the binaries here since as I guess that you can understand sing just a few binaries it's not worth that amount of money per year, that amount of money is worth when you're a large publisher, thousands of binaries, and you're even gonna make money out of it). in any case you don't need to install the certificate to run the binary, that's optional, the only difference is that instead of reading fpsclasico as the publisher of the binary it will read unknown publisher, that's all. the dlls are required for the single player, once again, as with the cert if you're not gonna use that you don't need to "install" that either (i.e. you can remove those as well only don't show up here later complaining that the single doesn't work since you removed it). as for the engine, it's just another engine and the package/s are meant to be used as a whole, exe included, independent from another installations and no other support beyond that is really provided so I guess that then in such case you're pretty much on your own (or in the own of the sources you trust) there. btw if for some reason you don't like colours you can probably try to disable the skin forcing with \cg_forceskin 0 which will revert to normal red/blue. unfortunately for other than that there's no other colour customisation available in the packages beyond installing one else models since it's probably not worth the work (i.e. 99% of the people just want their enemies green and as bright as possible under any circumstances which is just what the package/s provides by default).
contact: https://contact.fpsclassico.com
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- User lv2
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Re: Stupid questions
Oh, like that. Most people use PGP signatures to verify downloads, a cert distributed with the game zip looks more like "please install this totally not shady root CA to make my DLL trojan work, trust me, i'm a dolphin". I'm not sure what it protects against since the cert is zipped with the exe (shouldn't you host the cert on the site and just sign the exes?) but I'll stop probing, I don't know much about windows exe signing.
cg_forceskin didn't work the way you've described, when it was 0 the allies were teal (very bad) and enemies green (meh), with 1 the enemies turned yellow (bad). At no point were they red/blue like vq3; using a vq3 client does allow that. The cvar is also confusing because QL had a cg_forceskin which was a bit more useful. (it controlled the skin suffix for all models without affecting the model itself, so you could force everyone to use "%s/bright" or "%s/sport" and still tell people apart easily)
Anyway, I can get fully custom model/colors using q3e and cpma skins which is how I normally play, that's why the install was a downgrade. It would be nice to make the official client capable of the same, at least to accomodate the colorblind if nothing else. I don't have this problem but statistically about 1 in 20 players will; low chance with teal/yellow but much higher with teal/green, and yellow enemies suck as i've mentioned.
CPMA skins also don't require crazy overbright/picmip settings to look okay. I'm one of those few madmen who don't use picmip or vertex color, so this is very welcome and I hope I don't get yelled at for continuing to play like this.
Since the issue is solved, it would be worth it to add the info about team_model to a FAQ somewhere.
cg_forceskin didn't work the way you've described, when it was 0 the allies were teal (very bad) and enemies green (meh), with 1 the enemies turned yellow (bad). At no point were they red/blue like vq3; using a vq3 client does allow that. The cvar is also confusing because QL had a cg_forceskin which was a bit more useful. (it controlled the skin suffix for all models without affecting the model itself, so you could force everyone to use "%s/bright" or "%s/sport" and still tell people apart easily)
Anyway, I can get fully custom model/colors using q3e and cpma skins which is how I normally play, that's why the install was a downgrade. It would be nice to make the official client capable of the same, at least to accomodate the colorblind if nothing else. I don't have this problem but statistically about 1 in 20 players will; low chance with teal/yellow but much higher with teal/green, and yellow enemies suck as i've mentioned.
CPMA skins also don't require crazy overbright/picmip settings to look okay. I'm one of those few madmen who don't use picmip or vertex color, so this is very welcome and I hope I don't get yelled at for continuing to play like this.
Since the issue is solved, it would be worth it to add the info about team_model to a FAQ somewhere.
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Re: Stupid questions
don't worry that nobody is going to yell at you or anything just as I said, if you have so much problems just don't use any of the files here because it's not like you have to and/or that I'm forcing anything down your client/computer (ex. auto download) or anything. for the rest look if you right click on any of the windows binaries and check the digital signature tab you'll know what I'm taking about the cert. in any case, I repeat it's not like I'm forcing anything down your client/computer to play here and it's not even like it's necessary to install the cert to run anything of the binaries to begin with. beside I assume you'll have a active antivirus, or various, that should protect you against all those things you're talking about when you download/execute a binary just like that or at least you should. true, I just checked the forceskin var and it only applies to enemies not the base colours as I recalled (wrong). unfortunately as I said those are things that are virtually never requested so I just didn't exactly remember. anyway, in such case you can probably just use this zzz-model2.pk2 keel mod here to get all solid bright red/blue keels with the cg_forceskin 0 option which is what I use for the renders in the site. the team_model option is pretty much standard for team games as I wrote in the first reply, I don't even think that's a UnFreeZe change. for the rest, as I said, thank you for the suggestions but I don't plan in adding those kind of customizations as beside a few guys there's really no mainstream audience for that as to justify the work. I insist, 90% or more of the people just want it the way it comes out by default (i.e. cyan/yellow mates depending on the team and all solid bright green enemies) and/or if someone wants something else a bit more "advanced" then simply with the embedded \exec hardcore provided settings.
contact: https://contact.fpsclassico.com
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Re: Stupid questions
I run ioq3. Ioq3 is fine. Q3e might be slightly better with a couple extra features, but it really doesn't make any difference. Calling it a "bad port" is just factually incorrect though.
Adminless client is bad though, wouldn't recommend running it for anyone who has 15 minutes to copy files and use a normal client. The whole unfreeze mod and a ton of other unnecessary stuff are right in baseq3 for example.
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Re: Stupid questions
Has ioq3 fixed the input lag yet? That was the major issue that made me switch some years ago.
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Re: Stupid questions
Only version of ioq3 that i've had with input lag was like 10 years old or more. I'm running a version from 2021 and the input is just as good as q3e. Both are much better than quakelive and the default quake3.
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Re: Stupid questions
I'm also using a relatively older ioq3 with the newest ones, the models are too "spherical" for me, I'm used to it. I used to mess with the dlls, but that doesn't matter anymore, I'm alone about OpenAL sounds, I couldn't go back to SDL based sounds. ( and I don't experience it would be slower either, in elennben if someone is above me below me I can tilt it in a better ear. It is a huge advantage though especially in 1v1.
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Re: Stupid questions
openal is binded to the engine (i.e. the binary) at runtime not to the dll's. it's available in the well know 64 bit package provided here just activated with the \s_useopenal 1 command (which requires snd_restart afterwards). it's disabled by default as it requires dependencies (i.e. to have the openal library installed which is not a given) and as it adds some degree of post-processing (whether that's "good" or "bad" it's up to anyone and their equipment) but for those interested the option is available and functional in pretty much any ioq3 version I'm aware of (not just the one in the package here).
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Re: Stupid questions
You're right, I wasn't entirely precise. I was thinking about updating the renderer_opengl1_x86_64.dll file or something, but it's not really worth wasting time with it, because it doesn't bring anything extra. Openal 1 works if you have OpenAL32.dll in the game library ( or you can have it somewhere else, but you have to specify it ), and you need HRTF files for the space hunt.
https://photos.fife.usercontent.google. ... authuser=0
On top of that, you really do need a decent sound system.
On the other hand, it gave me and still gives me an experience that is worth suffering for 1-2 days
https://photos.fife.usercontent.google. ... authuser=0
On top of that, you really do need a decent sound system.
On the other hand, it gave me and still gives me an experience that is worth suffering for 1-2 days
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Re: Stupid questions
One more stupid question.
Have you made some changes to SG? Feels like there's less spread on the pellets and you have to stand closer to an opponent.
Also what's the RoF on the SG as opposed to RL?
Oh and remove grenades all together from the smaller maps as it adds absolutely nothing to game play and only increases spam.
Have you made some changes to SG? Feels like there's less spread on the pellets and you have to stand closer to an opponent.
Also what's the RoF on the SG as opposed to RL?
Oh and remove grenades all together from the smaller maps as it adds absolutely nothing to game play and only increases spam.