Alpha MOD Player: 669, amf, dsm, far, gdm, imf, it, m15, med, mod, mtm, okt, s3m, stm, stx, ult, uni, xm. LoadHUD, UnloadHUD feature. FadeModels.
Wikipage:
http://telejano.berlios.deForums:
http://www.quakesrc.org
http://forums.inside3d.comAuthor:
Tei
About This version:
activate a matrix style animation. Designed for help modders to look the player model actually is a cool feature to trig in middel of a combat. The rendering is not adapted yet to support this feature and background become dark somethimes (but is a good side effect)
) sound_eco, sound_ecovol
generate eco sounds with ecovol volume
) r_heartbeat
activate heart beat sound effect
) chase_active 2
view from zenit with chase_angle angle
) chase_active 3
chase view with info_intermission detection for auxiliar cam
) setcrono
set step, command, times to exec the command
) env_
experimental.
) capture_dir
support capture screenshot_tga in other dir or disk
) wait
support a number of delays to avoid the need for long wait alias groups
) r_beamadjust
0 - normal quake (no visual fix)
1 - relaxed fix (visual fix x/y)
2 - full fix (visual fix x/y/z)
Old version notes:
New sound loader that enable mod playing ( 18 new sound formats!).
Commands:
start a mod (from sountrack folder):
playmod <mod>
playmod
setting sound volume:
setmodvolume <value>
setting a new module:
smodname <modname>
reseting your mod:
stopmod
resetmod
Place your mod files in the /quake/soundtrack folder, this may change in the next version.
Code from QBism proyect. MikMod GPL player.
Console HUD Control System
Commands:
loadhud <hudname> <org>
<x> <y> <tag>
loadhud <hudname> <org> <x> <y>
unload <tag>
Load and unload external images to custom screen locations, use custom origins:
NW 0,NE 1,SW 2,SE 3,CC 4,CN 5,CS 6,CW 7,CE 8
Example:
loadhud bar.tga 0 20 10
loadhud bar.tga 2 10 10
loadhud tele.tga 0 10 10
Old version notes:
Wops! new version release with new stuff.. the people favorite R_Efflies 2, that force flies fx on dead bodies.
You can use EF_BRIGHTFIELD to use enable this effect, or set a invisible model to use_FLIES1, example:
fx_invismodelflies.mdl
{
use_FLIES1
}
place this code in your models.txt file.
Another interesting feature is ***ALFA*** .md3 support. The loader work, and for some decors stuff you can use .md3 files. No multipart support. No good alpha support. No players support. Untested for weapons. Untested poly limits.
And the last big one is makula & tei rskybox!. Now you can use animated skybox. Place a skybox.txt file in your script folder, with that content:
0
{
file snow1
delay 0.4
}
1
{
file snow1
delay 0.5
}
This will force a animation cicle from snow1 to snow1. You can have a maximun to 99 frames. Place your env skybox in gfx/env/ has usual.
News!...
New modding method. The new Telejano use "Telejano" folder for is private data, AND has the main game folder. Id1 wil be never used has the main folder, but old stuff will be still loaded from id1. This folder IS NOT A MOD. Dont do telejano -game telejano and spect something new, this folder is not a mod (yet).
Oh! I forget. New cvar controls:
centerprint_blend - control the high-contrast mode for centerprints
mod_prydon - activate the prydon mode
softshadow - activate the soft shadows
r_efflies - control the flies on dead bodies
mod_hdigits, health digits on display
mod_showbbox reenabled
ModelScripts 2.0!
HudModels re-enabled
better lighting for some effects
Fix some modelscript problems. Now fully work for .bsp, .md2 and .spr models.
New debug for textures cvars: debug_textures_fail, debug_textures_open
Texture loader is now faster and more robust.
mod_handicap its a *hack* to multiplier (>1) or div (<1) the default health of monsters.
Has suggested, new texture for bubbles and s_light, with light effect for s_light.
10 new crosshairs included from TomazQuake package.
Minimap.
You now have the abolity to draw a minimap dinamically from your Z location. And to show/unshot with the minmap cvar. (0/1/2/3, off by default, runautomap command to refresh/generate). This is a beta feature. Expect some changes.
Internal RouteBuilder
On work. Not ready to show this tech with KiU2.
menu_image
Now work, and dont crash if the image doesnot exist.
smokefire
This "untested" rscript key now work. Run the techdemo kiu2-demo to test, or winter mod.
rscripts
Now work as expected. Some problems fixed.
Fix texture loader. (v6.0 where a break built), add more FPS options (working on!), more menu management commands (working on). Other minor fix or speed enhancements. Code cleanup.
Tons of bugs and fix. Some features. Some small bugs still exist. (coronas+mirror, texscale, etc..)
New features:
showvar <var to> <var from>
Copy cvar and is data to cvar
ex: showvar menu_1 gl_fogenabled, will move "gl_fogenable 0" to menu_1 cvar.
bindefault menu
reset bindlist to a builting config,
toggletext
toggle the intensity color of string
OnConnect
event triggered after a connection
OnTimedemoEnd
event triggered after a timedemo
profile.cfg
profiling script, please wait while profile your system
ex: exec profile.cfg
better r_autofoot
better step sound in tpak file and new sound for strong monsters
sound_block
cvar that control "walls block sound". by default on.
debug_textures 2
new value for this cvar with more debugging, the new code support more paths.(but need more working to support fuhquake paths)
TE_LAVASPLASH
new impresive lavasplash effect.
cl_grenclassic
change the gray intensity of grenades (255 for full white, 0 black smoke)
r_cloudplane feature
"infinite" plane with Z control, texture control and scale control. Try with the WIND demo and r_dosky 0.
timedemo <demoprofile>
new timedemo feature, accept a param. After the timedemo is completed, fps will be copy to fps_<demoprofile> and OnTimedemoend event will be called
ex: timedemo withoutgeocaustic
mark.cfg
official bechmark config file. To test speed agains other engines. Note: Timedemo dont benefict from all Telejano speedups.
demopause
to pause a demo while saving (untested)
Old version notes:
Fixed coronas trough walls. Reactivated some extended protocol stuff (alpha, etc..)
Better docs, as user suggestions. Fix the grenade. Automagicall footstep on bots, players and monsters! (check "r_autofoot 2" value). Better LocalMenus editor.
Whe need more LAN feedback to enhance game.
Some new r_auto features to emulate wind. A full screen editor for LocalMenus (typing "emenus")
new cvars/commands:
Fixed look of particles with fog. Fixed packet overflow.Fixed teleport particles.
Some small speedups and enhaced limits. This is BETA. Some stuff is disabled (TomazQuake related)A new WFX effect. Do "r_autohell <number of burners>" at console in a map with lava. Maybe 32. This is beta... need some changes ( can look better )
PLEASE REPORT IF THIS BUILD WORK IN LAN
Thanks JudicatorOmega for the template.menu.txt file
Thanks [HFX] for is textures. "menu.tga" is designed from is work.Thanks to people that provide feedback. Feedback is coding fuel.
From years the Client/Server architecture where broken. Maybe from TomazQuake engines... and now.. Where FIXED!.. you can now use Telejano as a dedicated server, or a network client, and you can mix Telejano and Darkplaces engines in the Server/Client rol, for Standard Quake games.
This is my testbed:
start telejano5 -dedicated +map dm6
start telejano5 +connect localhost
this work in my system. If crash in your system/lan/internet, please do that:
start telejano5 -dedicated +map dm6 +impaim 0
start telejano5 +connect localhost -condebug +impaim 0
..and send me a qconsole.zip file (the qconsole.log is in your mod/id1 folder)
About menus:
slider : usefull to draw sliders
combobox : usefull to work with combobox
mul: to mult or div values
add: to add or substract values
bound : to bound to a range
concat : to concat strings
toggle: now toggle support a range
menu : load a menu ("menu main" to load a main.menu.txt file )
Old command vars Inc, Dec, Mov work the same as before.menu_image : background menu image, you can provide a custom background image for your localmenus
Local Menus suggestions:
Standard LocalMenus where crap. You can design much better and usefull menus. Whe need menus for mods with tons of options. Menus for "ridiculous remote", etc..
Menus!... fixed the sound menu, added keys to others menus. Finished the localmenus stuff.
Show localmenus with "exec main.menu.txt" command. Move in the menu with the "[" and "]" keys.
Select options with "ENTER" key.You can customize your localmenus. If you have a interesting localmenu for mod <name of your prefered mod> send me and will list at the telejano web page.
Some stuff.. and HUD entitys. Example:
void () TestHUD=
{
local vector org;
local entity hud;hud = spawn();
setmodel(hud,"pics/tex.pcx");org_x = 10;//x
org_y = 10;//y
org_z = 2;//ORG_ type
hud.origin = org;
hud.alpha =1;//alpha
};
JPG support, singleplayer optimizations, new grass layer.
The new layer work with key "grass2", the spec is:
grass2 <name model> <density seed>
Example:
texturename
{
grass textures/rock.mdl 0.5
grass2 textures/grassx.mdl 0.8
}By gamers request, this cvar now will save to .cfg file:
cl_sidespeed
cl_forwardspeed
cl_backspeed
cl_upspeed
sv_maxspeed
sv_gravity
- fixed the long pathnames bug
- fixed the big particle bug
- added firstperson mode (you can see yourself body, from 1ST perstpective)
- firstperson 0/1 default 0
- toggleviewmode rotate from chase_cam, firstpersona, and normal views
- added new keys for rscrips (BETA)
- added models scripts, "mscripts" (BETA)
- etc...
Tei/Majula Type1 and Type2 Grass support.
- r_autobubbleglobal 0/1 default 1, generate randownly bubbles underwater.
- mod_lsig 0/1 default 0, show a laser sight.
- r_auto* features now work with skybox.
Hee... underwater fx from QMB engine. GeoDetails that improve lighting with a subtel random light pattern.
And r_autobubbles for a automatically generation of buubles nderwater.
try:
- gl_caustics
- gl_geocaustics
- r_autobubbles
If you get the wrong thing(all blue). Deactivate this stuff and the old gl_detail stuff.
I dont remenber, because I am working in the SPX engine. Maybe only the fix for .spr entitys
to get MFX_ effect aplied. Test Prydon Gate with this engine to see a fire.spr enhanced.
New:
- logo
- icon
- more commands: (from tq146)
toggle
triggerlist
trigger
reset
accum
inc
mov
dec
set
mapname
viewpos
tracepos
fog
auto2zone
zone
savezone
loadzone
menu_misc2
unbindall
unbind
teleclear
telecheat
cheat_jump
cheatme
hr
demlist
cfglist
modlist
maplist
savemapcfg- more cvars: (from tq146)
mod_progs "game.dat"
r_autofluor "2"
mod_cityofangels "0"
mod_showlight "0"
* mod_extendedparticle "1"
mod_predator "0"
* autofovmax "50"
* mod_zwater "0"
* extra_fx "1"
* zone_end "2048"
* zone_start "1"
* zone_enable "0"
* zone_speed "0"
* zone_fogred "0"
* zone_fogblue "0"
* zone_foggreen "0"
* gl_detailscale "4"
* gl_dither "1"
gl_fontalt "0"
* gl_detail "1"
gl_decalfolder "mapmodel"
gl_themefolder "textures"
gl_smallparticles "1"
gl_emulatesoftwaremode "0"
gl_xrayblast "1"
* r_ambient2 "3"
* r_ambient "2"
* gl_sun "2"
* gl_sun_z "4000"
* gl_sun_y "200"
* gl_sun_x "140"
* gl_cull "0"
fpscroak "0"
watermap "0"
r_dosky "1"
r_staticfx "1"
r_autozing "0"
r_autolightday "0"
r_autofogwater "1"
r_autorain "0"
r_autosnow "0"
r_autotele "1"
r_autolava "2"
sv_dismin "0.1"
sv_skyflattern "16"
sv_skyspeedscale "2"
sv_skydim "32"
sv_skyvalue "1"
debug_textures "0"
telecheat_z "0"
telecheat_y "0"
telecheat_x "0"
chase_trans "0"
cl_stepsound "0"
cl_bobq2 "2"- Static Standard FX ( extra_fx 0/1/2/3/4... 32 )
Total CVARS: 253
Total COMMANDS: 178
ZONES! (beta)
Smooth transition from fog setting, rain, snow, storms, ...
Commands:
- zone show zone settings
- loadzone load new transitions settings from zone/ folder
- savezone (disabled) save zone_ values in a .cfg file in the zone/ folder
- auto2zone (disabled) copy fog values to zone values
- zone_enable enable transition smoother
- zone_fog* new fog settings
- zone_start fog start
- zone_end fog end
How work?
define new transitions status (zones) in the zone/ folder as .cfg files. load with loadzone <name>,
loadzone stormblue will load stormblue.cfg
New gamma builtin settings : +ambient lux, -palette lux.
gl_detailscale change detail scale, default is 4.
extra_fx control the extra fx for tents (beta)
r_ambient base light for models
telecheat , teleclear teleport cheat
- CheapAlert detail textures, with enhanced dither.
gl_detail 0/1
( default is 1 )will load grayscale detail texture from "texture" folder
- Enhacend fogwater and other stuff. I am working here.
- Warning: "gl_emulationsoftwaremode" dont work properly with detail textures
- Readme reformateed as html. With wiki links.
No new features, only fix and optimizations:
Support for ".TPAK" files. A .tpak file is a .pak file. The new extension is only for Telejano. Can help people to generate content Only for telejano, and mantain compatibility for others engines. With .tpak files, you can force a progs.dat for general engines, and other (inside the .tpak file) for Telejano.
r_autozing 0/1/...M (good value is 200~300)
generate random thunders from sky
(default off)mod_cityofangels 0/1/2/3/4/5/6/7/8/666
DMSP alike feature: populate the level with monsters.
(default off)fog <red> <blue> <green>
handfull alternate from gl_fog* cvars. From darkplaces engineminor fixeds and speedups
mod_showlight 0/1
show light entitys in the level
(default off)r_autofluor 0/1/2/3/4
generate flares from light_fluoro "light" sources. (Default level 2)minor fixeds and speedups
Not soo much. Internal new architecture for Hazes and "fx_" models. Now is not needed
a REAL null model. The engine as a hardcoded null model. Because that, the new telejano.mdl
dont need these "fx_" models. If you need old teiq engines, please unpak first these old
fx_* models. Then install the new telejano.pak as usual.
Not need of teipartex.pak file!, the telejano.pak itself pak is files. This simplifice managing.From old version (i forget this):
"mod_showlight" ... show light entitys of level. Usefull for mappers, and curious people :DBy suggestion of Makulo, a new light_fluoro handling is designed. BETA level!
now look cool but its not smart. Then only can draw from ceil light, and is draw from wall
lights not show 100% ok. Will try to improve this.Anyway, It work. Test in this maps: e4m1 (cool!) and dm3 (humm...)
The default level for fx is too high. (i have forget to raise down for release)
r_autofluor 0/1/2/3..5/6
default value is 5, please raise down to 3 that is a safe value for fps.
value 6 is reserved for true makule volumetric-light emulation (with focus particle,
with the haze particles, or with a new special flare (directional flares?).Planning:
Time over to code something about ambient sound, but i will look for good rains sounds, and lava
sounds sooon. And... maybe, windtunnels sounds... (maybe)
External particles textures ALFA SUPPORT, place external .tga files in your <textures>/particle folder. Maybe "quake\id1\textures\particles" or "quake\mod\textures\particles". ALFA set provided. Please, post in the wiki url to new PublicDomain or GPL particles sets. (will test substitutions ..)
mod_extendedparticle 0/1
cvar that control advanced look of wizzard, hellknight & blood.misc_model
builtin support for this entity, model encoded in model is precache, set, and makestatic.item_mdl
builtin support for this entity, model encoded in message is precache, set, and makestatic.gl_decalfolder <mapmodel folder>
Not a usefull one :I , that make a smart substitution of load models, yo call *tree.mdl, then is load from <mapmodel folder>. You can set <mapmodel folder> to alienmapmodels, metalmodels, junglemodels,etc.. This and gl_themefolder fill the "theme" barrier. ( default "mapmodel" )
gl_themefolder <texture folder>
A very cool one!.. ( designed for "Durandal:Myrmidoom" )
you can change on-the-fly (map loading) the folder where the textures is search. This open the way to work with "themes". Ex: Jungle, Desert, Dust, Darklands, Metal, Blood, etc.. just with different sets of textures (.tga, .pcx.. )( default value "textures" )
BIG bug fix that stop to load mod with name big than 4 letters (?)
gl_xrayblast 0/1
Light FX in the end of lightning blast.
(on by default)r_autotele 0/1/2
new value "2" generate a "final-meltdown dimensional teleport" fx for teleports.
(off by default)gl_emulationsoftwaremode with values 0/1/2 added for a "automanaged" filtering for textures/models.
1/2 values emulate "look & feel" of Software Rendering in the quake engine.
(off by default)
cvarlist
command that list all cvars (engine cvars, and user cvars)