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Messages - Slayer

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dm / Re: Make me a temporary admin (as voted by the public)
« on: June 09, 2016, 10:31:27 AM »
I second this notion.

2
Quake / Re: R1Q2 Mac Os X and Linux
« on: September 06, 2015, 02:14:39 PM »
Code: [Select]
vid_ref = ref_r1gl.so
------- PWD: /Users/Edmund/Desktop/untitled folder/Quake II Starter -------
------- Loading ref_r1gl.so from ./ref_r1gl.so -------
LoadLibrary("ref_r1gl.so") failed: No such file or directory

Julian, make sure ref_r1gl.so it is in the folder that contains r1q2.app. It should automatically search there. If it still can not find it, try using the ref_gl.so i am attaching to this post. Back when i was messing with this more i remember having trouble getting r1q2 to find r1gl.so. The normal gl file that i am sending should work if you put it in your main quake folder (the one that contains r1q2.app and baseq2). The only two files i have inside the .app bundle are the actual program in /MacOS and SDL.framework in /Frameworks (besides icon files and the like) So i don't know if it looks for the gl files within the bundle itself or not.

I'm going to start tinkering with this again soon. It is still my favorite mac client by far, in some cases i even like it more than the windows version. Like i said before, none of this is my own work. I'm learning as i go along.

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Quake / Frag Sounds
« on: August 30, 2015, 03:39:21 PM »
Yo. I'm sure this has been done before, but i figured i'd share this tip anyway. It makes a .wav play whenever you score a frag. Doubt this gives any real unfair advantage. I use it just to keep myself from staring up at the message feed every 2 seconds. Kills my eyes.

Aprq2 and r1q2 (probably others as well) have a trigger function built in. Allowing you to have commands execute when the console spits out a certain string. Description from aprq2 readme :
"trigger <cmd> <string>" If string match to print msg from server, trigger execute cmd. Wildcard support.

You can use triggers for all kinds of things. Here is what i use to make a sound play upon getting a frag.

Code: [Select]
alias poop "play hitsound.wav"

trigger poop "*was blasted by* Slayer*"
trigger poop "*was gunned down by* Slayer*"
trigger poop "*was blown away by* Slayer*"
trigger poop "*was machinegunned by* Slayer*"
trigger poop "*was cut in half by* Slayer*"
trigger poop "*was popped by* Slayer*"
trigger poop "*was shredded by* Slayer*"
trigger poop "*ate Slayer*"
trigger poop "*almost dodged Slayer*"
trigger poop "*was melted by Slayer*"
trigger poop "*was railed by Slayer*"
trigger poop "*was disintegrated by Slayer*"
trigger poop "*couldn't hide from Slayer*"
trigger poop "*saw the pretty lights from Slayer*"
trigger poop "*didn't see Slayer*"
trigger poop "*caught Slayer*"

Hitsound.wav is a file i downloaded and placed in quake/baseq2/sound. Any stock Q2 sound may be used, though you will have to find out where the sound you want is stored. Pretty sure "play hitsound.wav" only works because i placed it directly in the sound folder. The other sound paths can be found by typing "precache" followed by "soundlist" in the console (you have to be in a game or it won't list many of them). Hitsound.wav is the quake 3 ding. I got it here. https://tf2dingalings.com/sound/download/256

Here is a kill tracker config of sorts. I have not played with it much because all i wanted was frag-sounds, but there is some cool stuff in here. http://faderjok.tastyspleen.net/achievements_incomplete.cfg

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tastyspleen.net / Re: Screen bobbing 0
« on: July 23, 2015, 09:02:16 PM »
Yeah this thread is pretty ripe, but i don't care.

I doubt anyone will want to change the server variables for bobbing. You would have to host your own or talk to somebody who has admin privileges.
Though i have been wanting to try this out for yeeeears. I wonder what a no-bob rails server would be like. Especially if the fall-bob from hitting the ground at high speed was also disabled. It would feel like Doom II instagib or QuakeWorld lightning gun.

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Quake / Re: R1Q2 Mac Os X and Linux
« on: March 01, 2015, 12:22:06 PM »
If you could right click on r1q2, go to show package contents, then open the contents folder and look inside the MacOS folder.
If you open the file in that folder it should give you a message in terminal. Would be cool if you could tell tell me what it says. I could help.

It seemed to run fine on my laptop with Snow Leopard installed. Maybe you are missing some frameworks that i had installed to begin with.

EDIT : you probably did this already but make sure the files are in the right places in your quake folder. r1gl/r1dqded/ref_gl.so in Q2 and gameub.so in baseq2.

6
Quake / DM Improvement Idea
« on: February 14, 2015, 04:32:00 PM »
Not sure if this is the correct subforum for the topic but hell...

I think tasty's main DM server would benefit greatly from some system that kicks players that have been AFK for a long while. Some people (myself included on occasion) will sit there AFK for a long long time. Like a few map rotations, or longer. Seeing as DM hits max capacity every night give or take, some people can't get in due to idle'rs. Even if nobody wants a spot, DM should actually be 15-16 players when maxed. Instead of like 14.

I have seen this function on other servers so i'm assuming it is possible. Just throwing the idea out there because i don't know who to ask.

7
Quake / Re: Best way to get the "vanilla" experience in Quake II?
« on: February 11, 2015, 11:22:55 PM »
Here are some options as far as vanilla-looking source ports -
R1Q2
Aprq2 (particles are slightly different but can be tweaked)
Yamagi Q2 (very vanilla, does not have protocol 35/36 support)
Fruitz of Dojo port (may be mac only)
Quake 2 3.24 (unofficial patch of original q2 exe, widescreen support and other non-invasive goodies)
Nocheat client (old)

All of these are almost identical to the original look of gl quake, and can be put into software mode as well. The first two are arguably the best for multiplayer, i think Yamagi is the best for single player. The original Quake 2 exe should honestly be fine, it runs quite well on even newer versions of windows.

Type "\gl_texturemode GL_NEAREST" in the console, this is pretty crucial in making it look nice if you are not using software. To make the lighting simpler change r_dynamic to 0, make sure gl_modulate is at like 1-3 for single player. Changing gl_ext_pointparameters to 0 will make the particles look a bit more pixelated and original looking.

As far as music, i have no clue man. I know you will need to have the files play from the disk (or disk image) if you are using the original exe. At least one of those ports has .ogg music support so you dont have to have the disk in if you rip the files to your comp. I know nothing about the steam q2 release, hopefully it came with music somewhere.

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Quake / Re: R1Q2 Mac Os X and Linux
« on: January 19, 2015, 08:09:25 PM »
Sort of. What you sent there wasn't quite an app bundle, but it looked like it had most of what you need. How are you packaging up the frameworks etc? It looks like maybe you've created an X-code project out of R1Q2? If so, that's very cool.

The X-code proj is not my own work, it was included in the source. However i'm pretty sure it was created using a much earlier version of X-code and i can't get it to build cleanly. It has been a while since i messed with this but i remember putting the required frameworks in my library/frameworks folder instead of in the bundle itself. Pretty sure the only one i didn't have to begin with was an SDL runtime framework. Pretty sure it is the same one that is inside the r1q2 bundle i attached to one of my posts.

Ill check out the IRC, thanks. I still use this as my daily client, after much switching around i found it to feel the most solid and responsive. Mouse optimization is very important to me  8)

Edit : i'm a noob when it comes to this, pretty sure I'm using prepackaged frameworks. I tried building some in X-code before but to no avail. Gotta touch up on my terminology.

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Quake / Re: R1Q2 Mac Os X and Linux
« on: January 01, 2015, 01:03:26 PM »
Is this what you mean? I meant to attach this file to the original message.

I didn't know you were still around man, i may have some questions for you soon. Been spending the last few months messing with every Q2 source port under the sun trying to compile them with various settings on my mac.

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Quake / R1Q2 Mac Os X and Linux
« on: December 27, 2014, 01:44:07 PM »
I have attached a version of r1q2 that i finally managed to run on mac os x. It works on my newer machine as well as one running an outdated version of os x.

I'm on a time crunch right now and can't explain much but i'll come back and edit this post later so stay posted if you are interested.

HTTP downloads do not work, and as far as i know can not work with mac unless some changes are made. Linux i am not sure, you will have to look at the source. Im not sure if other versions of the source compile well on linux, but if they do use them. This version is pretty old.

If you can not fire your weapon set "cl_async" to 1. I need to test if it ACTUALLY turns async on or not, but without it set to 1 you can't shoot or jump with mouse.

Instructions : Copy r1gl, ref_gl.so and r1q2ded into your Quake 2 folder.
Copy gameub.so into your baseq2 folder inside Quake 2 folder.

Here is a link to the source

http://sourceforge.net/projects/criticalmass/files/MiscPatches/r1q2-6990-osx/

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