iirc when i set pnp monitor, it forces a 60hz refresh rate. if i specifically choose the monitor/display port then i can use the full 144hz
i’ll have to double check. then again im not using 1903but an earier version 18xx
Search found 1116 matches
- Sat Nov 09, 2019 10:45 pm
- Forum: General Discussion
- Topic: win10 1903 problems
- Replies: 6
- Views: 10163
- Thu Nov 29, 2018 5:28 am
- Forum: General Discussion
- Topic: retiring
- Replies: 25
- Views: 20060
Re: retiring
You should write more; the boundaries of the mind exponentially exceed the confines of our existence.
- Thu Nov 29, 2018 5:23 am
- Forum: General Discussion
- Topic: 3D Realms Plans QUAKE-Engine Shooter
- Replies: 17
- Views: 22147
Re: 3D Realms Plans QUAKE-Engine Shooter
i saw the same stains on the wall in the bathroom; but want to see this come out into something really cool. If sock is involved he might be bound to a contractual shhtfu thingy.
so im sure in his uber secret lab he is making something awesome; in the spirit of quakeness
so im sure in his uber secret lab he is making something awesome; in the spirit of quakeness
- Fri Jan 19, 2018 3:45 am
- Forum: General Discussion
- Topic: Tourism mod for Quake
- Replies: 8
- Views: 11176
Re: Tourism mod for Quake
junk just someone trying to give tribute but forgot to light the torch , sad.
- Thu Jan 18, 2018 7:49 pm
- Forum: General Discussion
- Topic: Tourism mod for Quake
- Replies: 8
- Views: 11176
Re: Tourism mod for Quake
how is this any different than just typing
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
sv_freezenonclients 1 in console? or even the notarget(or whatever the command is)?
- Wed Jul 19, 2017 12:55 am
- Forum: Engine Programming
- Topic: Max_mode_list
- Replies: 4
- Views: 6995
Re: Max_mode_list
it's something in vid_init pressing f11 (trace-into) anytime i pressed it would traverse quickly but once it hit vid_init_FULLDB it took awhile. I dont have shaders enabled but that's how long it feels like; as if its compiling shaders before the black screen then menu shows up. edit: wonder if it's...
- Tue Jul 18, 2017 7:14 pm
- Forum: Engine Programming
- Topic: Max_mode_list
- Replies: 4
- Views: 6995
Max_mode_list
I'm trying to find the correct value for MAX_MODE_LIST (i think thats the variable) for vid_init. Quake defaults to 30, but I had upped that value in the past to allow more refresh rates for each resolution. A few players now have 4k monitors and I wanted to increase the modes to allow for higher re...
- Tue Jul 18, 2017 12:07 am
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 11765
Re: Alloc Block error
Either way watch out for "the lightmap texture data needs to be kept in main memory so texsubimage can update properly" - that should go to hunk allocated memory (and increase your default heapsize). Ah so put it on the hunk so it gets cleared after map loads? Ya I kicked up the MAX_LIGHT...
- Thu Jul 13, 2017 11:57 pm
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 11765
Re: Alloc Block error
Thanks for your reply, I'll give it shot !
- Thu Jul 13, 2017 8:43 pm
- Forum: Engine Programming
- Topic: Alloc Block error
- Replies: 8
- Views: 11765
Alloc Block error
I'm getting an alloc block error related to loading lightmaps for a specific AD map, foggy mountain or whatever. But if I simply comment out the Host_Error "Alloc Block..." the map loads fine. Should I just make lightmap allocation dynamic or increase the number of lightmaps which is curre...
- Thu May 19, 2016 5:00 am
- Forum: General Discussion
- Topic: an idea
- Replies: 1
- Views: 4385
an idea
On the way home tonight, I was thinking about all these new games with their massive mapping capabilities.. Game studios simply make an open world sandbox mmo; why not? Yet, I'm thinking, what about a quake-earth. Where everyone connects to the server, at say the north pole, then ventures in a direc...
- Thu May 19, 2016 3:49 am
- Forum: General Discussion
- Topic: FPS game. Need input.
- Replies: 17
- Views: 20017
Re: FPS game. Need input.
The UE4 engine would be easier to manage for tools and modern artists, etc i think. Plus if you plan on starting small and migrating to a huge title Quake isnt gonna be on the hit parade for people to flock to help your project. ? do you need to tweak the engine to finalize your goals? If not the UE...
- Wed May 11, 2016 12:21 am
- Forum: General Discussion
- Topic: FPS game. Need input.
- Replies: 17
- Views: 20017
Re: FPS game. Need input.
team management / communications
valid physics; yet a rough-edge towards the absurd; not cartoon physics!
stats stats, and more stats.
the yourngerds prolly like character customizations but, as long as effort equals reward through skillful endeavors your game will succeed.
valid physics; yet a rough-edge towards the absurd; not cartoon physics!
stats stats, and more stats.
the yourngerds prolly like character customizations but, as long as effort equals reward through skillful endeavors your game will succeed.
- Sun May 08, 2016 2:50 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6135532
Re: What are you working on?
@jitspoe Wow that game looks great! That's a long way from quake2 paintball (er you did make that painball mod for quake2 right?) :) im looking to make a retro 1996 style webpage for my projects; looking through these for inspiration... https://web.archive.org/web/19961220091702/http://www.idsoftwar...
- Sat Apr 02, 2016 8:38 pm
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 8275
Re: Q1 Engines with Extended Limits
My newest version of Qrack supports extended limits, ie wARPSPASM and InTheShadowsMod; It also currently supports BSP2, although when adding bsp2 support i somehow broke the original skies! UGH! but, i havent extended anything for model verts. I'll post an official release when i get the skies worki...