The default? D: I use fov 105 and I don't have that problem..
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Shambler Castle - Vore, Scrag, Fiend + Gibs (Version 2) + Axe Added
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If Lightning_Hunter has this issue at 90 (he uses Qrack)
and daniocampo1992 doesnt have this issue at 105 (he uses DP),
then it is most probably engine dependent.
If OoPpEe will change the origin, it might kill the bug in Qrack,
but will lead to a strange view in DP.
While looking at the screen from Lightning_Hunter, OoPpEe must shift it quite MUCH.
Please keep this in mind OoPpEe.
But maybe I am wrong of course.
EDITED:
Just read your post, that the model is only one sided.
Then you could do the same trick as you did for the laser my friend.
You remember, we emailed about it several months back.
You put the texture on both sides (could be done via shader and "CULL" command for DP, but Qrack doesnt support shaders).
/EDITED:
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it'd only be the animation that is shifted. The model origin itself wouldn't be changed at all. From looking at the screenshot it's just the very end polygons on the arm that go into the screen - so I might be able to fix it by simply shifting the model forward a bit on that animation or on just those few first frames. I will test it at 90 in DP and see if it appears, if it does then oops my bad lol. Then I will test my fov in QRack and see if it's visible there - if it is - then it is engine related.
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Originally posted by Seven View PostIf Lightning_Hunter has this issue at 90 (he uses Qrack)
and daniocampo1992 doesnt have this issue at 105 (he uses DP),
then it is most probably engine dependent.
If OoPpEe will change the origin, it might kill the bug in Qrack,
but will lead to a strange view in DP.
While looking at the screen from Lightning_Hunter, OoPpEe must shift it quite MUCH.
Please keep this in mind OoPpEe.
But maybe I am wrong of course.
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That's why I said engine related, not engine bugged. Something that works in DP perfectly may not work in others due to DP changing many things, the reverse concept works the same too. DP has issues running some things that work perfectly on all other engines.
The Mission Pack 2 Plasma Gun is a major one. A "official weapon" doesn't work (unless you use my fix for DP) but works in every other engine I've used.
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Originally posted by OoPpEe View PostThat's why I said engine related, not engine bugged. Something that works in DP perfectly may not work in others due to DP changing many things, the reverse concept works the same too. DP has issues running some things that work perfectly on all other engines.
The Mission Pack 2 Plasma Gun is a major one. A "official weapon" doesn't work (unless you use my fix for DP) but works in every other engine I've used.
Sorry if you didn't mean it in quite that way, Seven.
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Yes Lightning_Hunter,
that was a misunderstanding.
I only helped OoPpEe to pay attention that you use Qrack (cause you didnt mention it in your post).
It helps A LOT in root cause finding.
Things are handled differently in engines.
Thats why I wanted to point it out, that he tests it in Qrack as well.
I only showed him the different behaviour, and that he should test both.
But why you say:
it looked like he was trying to persuade you to ditch support in other Quake engines and just focus on DP
I hope from my words in this post, it is better understandable.
In the end, I only wanted to help you.
DarkPlaces of course also uses fov 90 as default (by the way).
@ OoPpEe,
please read my edit in my post #19.
Maybe it helps you.
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Originally posted by Seven View PostYes Lightning_Hunter,
that was a misunderstanding.
I only helped OoPpEe to pay attention that you use Qrack (cause you didnt mention it in your post).
It helps A LOT in root cause finding.
Things are handled differently in engines.
Thats why I wanted to point it out, that he tests it in Qrack as well.
I only showed him the different behaviour, and that he should test both.
But why you say:
Exactly the opposite is the case, Lightning_Hunter.
I hope from my words in this post, it is better understandable.
In the end, I only wanted to help you.
DarkPlaces of course also uses fov 90 as default (by the way).
@ OoPpEe,
please read my edit in my post #19.
Maybe it helps you.
Anyway, I'm looking forward to seeing the fixed axe. I actually made a better axe texture for people who don't use DP by combining the norm & gloss with the regular texture. The result came out great. Ooppee, do you want this version to post on this thread for users of other engines?
Here is a screen of it in Qrack:
Last edited by Lightning_Hunter; 05-01-2011, 12:16 PM.
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Your axe's origin appears to be VERY different than what the download has. I updated the Axe awhile back, looks like you still have the old version. The updated version has basically the same origin as the original axe.
[Edit] Issue is still there in QRack - so I will look into a better fix. In this case it actually looks like moving the model BACK instead of forward.
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Ah wasn't the case. The model's position is different in widescreen in Qrack compared to DP.
I fixed the issue you mentioned
UPDATED AXE
http://www.quaketastic.com/upload/fi...stl-Axe-v2.zip
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Hmmm I cannot replicate that in Qrack at all with the updated version. I even switched from Widescreen to 4:3 and still don't get it.
I'm also testing with "host_framerate 0.01" so the entire game is VERY slow and not seeing it at all.
Was able to replicate the issue in QRack with the old version no problem.
I'll lower the model a bit more on the first frame.
What resolution are you playing at? Or can you PM me your config file so I have everything I'd need to replicate this?
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