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Posted: Sat Feb 12, 2005 8:00 am
by Clown
You think I have time to move the icons, and crop an action quake picture just to 'imagine' what widescreen would be like?
Posted: Sat Feb 12, 2005 12:05 pm
by Meist0r
Hehe, can be^^, like vid_forcewidth / height from r1q2, which simply crops the view.
@Clown
Screens from ur modified aprq2? Where can I get it? Is the only entities (everything white except them) feature also availible?
@Dimmo
Yo, waiting for the new beefq, pls, don't forget to mention the release somewhere. Maybe with the asked above feature availible too?
Posted: Wed Feb 16, 2005 5:23 pm
by Dimmo
Meist0r wrote:@Dimmo
Yo, waiting for the new beefq, pls, don't forget to mention the release somewhere. Maybe with the asked above feature availible too?
The author of the modified bq is very busy atm, youll have to wait some more, but im hurrying him. In this bq you can choose the color of the world, so yes, the feature is in.
Posted: Thu Feb 17, 2005 8:56 am
by Meist0r
Very nice, thx.
Posted: Sun Feb 27, 2005 3:47 pm
by Dimmo
the author of the bq is having exams 8th march and he promised he can work with bq after it.
Posted: Sun Feb 27, 2005 4:33 pm
by Dimmo
Until that get current version:
BeefQuake Harven Edition 1.01
There is some documentation that isnt in readme yet:
Code: Select all
You can play with the following cvars to get some crazy effects:
gl_eff_world_wireframe (0 - no wireframe, 1 - lines, 2 - dots, 3 - short
lines, 4 - line-dot-line).
gl_eff_world_bg_type (0 - normal, 1 - without lightmaps, 2 - only lightmaps,
3 - solid color (wireframe must be > 0)).
gl_eff_world_bg_color_r (all colors can be 0 - 255, and when you set it to
256 it will choose random value from 0 - 255, it will look crazy :D)
gl_eff_world_bg_color_g
gl_eff_world_bg_color_b
gl_eff_world_lines_color_r
gl_eff_world_lines_color_g
gl_eff_world_lines_color_b
Ive made
handy cfg for those (tho only with 3 different color options) commands.
In future bqhe versions there is going to be support for audio when exporting avi.
Posted: Sun Feb 27, 2005 4:54 pm
by Dimmo
There is sample screenshots
640x480:
640x360:
For a q2 movie i recommend using gl_mode 13 which is 720x405. It has about the same amount of pixels as popular gaming movie resolution 640x480.
Posted: Sun Feb 27, 2005 4:59 pm
by Meist0r
Great, the moment I've been waiting for.
Posted: Mon Feb 28, 2005 8:57 am
by Clown
Does it go bigger?
Posted: Mon Feb 28, 2005 11:17 am
by Meist0r
hmmmmm
- solid bg color doesnt work on sky, special surfaces like glass / water and on some normal surfaces (maybe some map makers did them special by an accident)
- no sound export truely suck
Posted: Mon Feb 28, 2005 2:33 pm
by Dimmo
well paint your own skies with solid color
ill report to harven
Posted: Sat May 28, 2005 8:58 am
by Meist0r
any improvements so far?
Posted: Sat May 28, 2005 3:26 pm
by Dimmo
no. ill ask him how is it going some day
Posted: Sun May 29, 2005 4:17 am
by Meist0r
k, my next project is going to use that version, sound export would be really nice, whithout that i'll have to export the demos twice, merge them (video + audio), maybe export again and care about enough disk space
Posted: Sun May 29, 2005 12:57 pm
by Dimmo
im starting my q2tdm movie project after ive finished with university entrance exams on 9th june. so ill be bugging harven about updating the client