this kind of leads me to a request for the engine now..is it at all possible to make an auto vis maker for maps when you first play them? kind of like how FTE has r_loadlit 2 to make lits. that would be sweet and reasonable if you want r_wateralpha low on every map.
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In most Multy Player maps there is really no need for that as you can simply use r_novis 1 to discard the vis data (however the map needs to be vis'ed for use with transparent water server-side to actually see any players beyond the face of the water/slime/lava).
For Single Player maps however.. using r_novis 1 is usually not a good idea as Single Player maps tend to be a lot bigger and more detailed, resulting in poor performance (unless you got some ultra kick-ass pc).. If the author of the map in question wanted you to be able to see monsters beyond the face of water/slime/lava he probably already vis'ed it in such a way to make this possible.. if not.. then u would have to re-vis that map yourself.. (its a design choice really..)
I believe DarkPlaces engine does not show entities beyond the face of water anyways due to its entity culling (anti wallhack) feature, but I'm no expert on DarkPlaces so LordHavoc could answer that.. also i remember reading that DarkPlaces already has the feature you described.. but again.. ask LH.
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I got it all taken care of, thanks man.
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hey R00k, anyway you can make it so the axe either has its own decal or none? so gl_decal_bullets can really be all about the bullets?
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Hmm, well the thing is that the AXE particle effect in the progs.dat uses TE_GUNSHOT, for the grey "debris", so at that level of the code I cant determine if its truely the axe or shotgun in the engine.. It would require another TE_ effect and altered quakeC calls
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oh yeah R00k, why does this happen?
I see it on id maps too. its like I can see stuff and parts of levels that I'm not suppose to
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hah its annoying and how do you make it so that the default gfx wads on certain mods load instead of the eye candy ones for qrack? I also want the default Malice menu(I can edit it to make it so it displays demos and other stuff). is there anyway?
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Originally posted by LockNLoad View Posthah its annoying and how do you make it so that the default gfx wads on certain mods load instead of the eye candy ones for qrack? I also want the default Malice menu(I can edit it to make it so it displays demos and other stuff). is there anyway?
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that isnt really a wall hack cause u cant see entities, this is a glitch in r_skyscroll and r_novis 1 set r_novis to 0 to eliminate that.. I am trying to fix it though...
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Originally posted by Lightning_Hunter View PostI actually requested such a feature from r00k. Currently, you have to edit pak0.pak yourself in the Qrack folder and temporarily remove the gfx files that the mod uses. There is no other way to do it.Last edited by R00k; 11-06-2007, 11:09 PM.
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that isnt really a wall hack cause u cant see entities, this is a glitch in r_skyscroll and r_novis 1 set r_novis to 0 to eliminate that.. I am trying to fix it though...
(now that IS a wallhack )
edit:
it could be the map is vispatched tho.. not sure
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No its a standard id map. This glitch has been in glquake from the start.
The workaround would be to determine at map load if the map is vis'ed or not, and then based on that when r_wateralpha is less than zero 'FORCE' r_novis 1.
heres a screen of the same effect in glProquake
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Originally posted by Lightning_Hunter View PostI actually requested such a feature from r00k. Currently, you have to edit pak0.pak yourself in the Qrack folder and temporarily remove the gfx files that the mod uses. There is no other way to do it.
"glqrack.exe -game malice -zone 1024 -no24bit"
not the best option but atleast it looks how malice is originally...
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Originally posted by R00k View Postwell a quick workaround for this is to use -no24bit...
"glqrack.exe -game malice -zone 1024 -no24bit"
not the best option but atleast it looks how malice is originally...
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