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Messages 2559 - 2588 of 6984   Oldest  |  < Older  |  Newer >  |  Newest
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2559
I don't make a map out of just shaders, but I almost always have some shaders in the maps I make (maps, HA!) and don't get any problems. If I try to use lots...
DG
david@...
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Jan 1, 2001
9:07 pm
2560
[On Mon, 01 Jan 2001 00:02:25 -0000, "tiglari " <tiglari@...> wrote:] ... I would have thought that it was the [QkMap.PAS] ReadEntityList(...)...
Decker
decker@...
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Jan 3, 2001
7:00 pm
2561
Hi, I am getting an Access Violation when I enter the maps mode. It states first error with quark5.exe and afterwards qrksoftg.dll. I guess it is in the 3D ...
Fredrik Larsson
fredrik.larsson@...
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Jan 3, 2001
8:10 pm
2562
oops, unclear expression; the problem arises with loading qrk/qkm (maybe .map also). I guess I'll have to clean up the mess in my copy of the dev branch &...
tiglari
tiglari@...
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Jan 3, 2001
11:14 pm
2563
Could you check if this still happens with Quark 6? There are some changes in the grafix programming between 5 & 6, & the motivation to fix problems with 6 is...
tiglari
tiglari@...
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Jan 3, 2001
11:18 pm
2564
It seems to have something to do with entities; if an h2 qkm contains anything other than a simple light, Quark wants to switch to Q1 mode on loading it up....
tiglari
tiglari@...
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Jan 4, 2001
9:52 pm
2565
Ah.. it seems to be working in Quark 6... I will look into when they will port it to Quark 6. It is called 6DX and is made by Eldermage....
Fredrik Larsson
fredrik.larsson@...
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Jan 4, 2001
10:21 pm
2566
Greetings Looking at someone else's problem just now in the 3D editing windows (3 view layout and 4 view layout options), if I select wire frame then I get...
Rowdy
rowdy@...
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Jan 5, 2001
1:03 pm
2567
I've committed to the Release Branch changes to QkMapObjects, Bezier, Duplicator Which cause beziers to be ignored in map building when in groups so marked....
tiglari@...
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Jan 6, 2001
5:13 am
2568
I find that one of the hardest aspects of OOP is figuring out what some objects method is actually supposed to do, and also explaining this for my own objects....
tiglari@...
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Jan 6, 2001
6:53 am
2569
[On Sat, 6 Jan 2001 00:03:50 +1100, "Rowdy" <rowdy@...> wrote:] ... [...] ... Nope, very strange. Looking at the source-code for the OpenGL...
Decker
decker@...
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Jan 6, 2001
6:32 pm
2570
Partly just to check that I'm not doing things wrong: 1) I find it hard to get a sense of where the path is meant to begin. Otherwise, arrangements of path...
tiglari@...
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Jan 6, 2001
10:50 pm
2571
I'm now pretty sure that it's a problem with the model-display code, since the switch (H2->Q1) upon introduction of an entith with an associated model, but not...
tiglari@...
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Jan 6, 2001
10:56 pm
2572
[On Sat, 06 Jan 2001 05:13:48 -0000, tiglari@... wrote:] ... Commit to development-branch. I have no knowledge if a merge can be made, so I still am...
Decker
decker@...
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Jan 7, 2001
1:18 pm
2573
Hi, ... code, ... Oops, just looked at code and noticed that the game code gets set to quake 1 (they use the same QObject) ~ Fixed - i also noticed the same ...
Andy PerSonX Vincent
andyvinc@...
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Jan 7, 2001
6:48 pm
2574
[On Sat, 06 Jan 2001 06:53:19 -0000, tiglari@... wrote:] ... Well, I believe that many things in QuArK's source-base, is more or less questionable....
Decker
decker@...
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Jan 7, 2001
7:30 pm
2575
[On Sat, 06 Jan 2001 22:50:37 -0000, tiglari@... wrote:] ... The "path" begins at the first point-entity, that the "dup path"'s "target" points to....
Decker
decker@...
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Jan 7, 2001
7:30 pm
2576
[On Sat, 06 Jan 2001 05:13:48 -0000, tiglari@... wrote:] ... Please, whenever creating new procedures/functions, ALWAYS put the argument-list at the...
Decker
decker@...
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Jan 7, 2001
7:30 pm
2577
Done, with the argument lists at both places (I haven't fixed this in the release branch yet). ... be ... made, so I ... manually putting ... properly...
tiglari@...
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Jan 7, 2001
9:41 pm
2578
Hmm, when I updated, HrII seemd to work fine, but HxII was still reverting to Quake 1 (my test wasn't perfect however since I don't have HrII installed, maybe...
tiglari@...
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Jan 8, 2001
3:06 am
2579
If not why don't we do it now, & close the release branch to further additions (tho we still need to be able to read to merge in any fixes that haven't gotten...
tiglari@...
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Jan 8, 2001
3:33 am
2580
I posted about the problem with the StupidBuildToolKludge and what it screwed up. I also suggeted a fix. Did you do any about that? Also wanna mention the...
off_by_two@...
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Jan 8, 2001
4:02 pm
2581
I can't find your post, it's also a messy solution to a messy problem; have you worked out the logic of a good solution? I don't think we should wait on...
tiglari@...
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Jan 8, 2001
8:25 pm
2582
[On Mon, 08 Jan 2001 16:02:15 -0000, off_by_two@... wrote:] ... I found it again; date 2000-12-17. I don't think we're ready to implement a "prepare used...
Decker
decker@...
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Jan 8, 2001
9:19 pm
2583
[On Mon, 08 Jan 2001 03:33:21 -0000, tiglari@... wrote:] ... Lets do it. Who volunteers to compile, .ZIP-pack it and then upload it to this forums'...
Decker
decker@...
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Jan 8, 2001
9:19 pm
2584
... Aren't we ... a .MD3 ... is it ... Yes, we are talking about point-entities that have an arg pointing to a .MD3 model-file. Unfortunately, I don't know why...
off_by_two@...
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Jan 8, 2001
9:48 pm
2585
So you want stupidbuildtoolkudge for Q3 to be set to 0 in defaults.qrk, right? (this is not stuff I've thought about recently, so am even more than usually...
tiglari@...
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Jan 8, 2001
11:02 pm
2586
I should be able to do it this evening (about 10 hrs away), so will get onto it if no-one else volunteers (I don't usually get better than 4kbps to US sites,...
tiglari@...
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Jan 8, 2001
11:07 pm
2587
Hi, ... I have neither games so i guess that 'fixed' should have meant 'in theory its fixed'... hmmm, not quite sure how quark differentiates between quake1...
Andy PerSonX Vincent
andyvinc@...
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Jan 8, 2001
11:09 pm
2588
I can see a few things that should be added/adapted from this article, first and foremost is the full-frame animation sequences. In other words, QuArK is...
Ax2Grind
ax2grind@...
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Jan 9, 2001
6:04 am
Messages 2559 - 2588 of 6984   Oldest  |  < Older  |  Newer >  |  Newest
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