I just want to point this out. winquake* shows the eyes** fairly small. progl*** has, by default, larger eyes that appear lower to the ground. How is this done? gl_doubleeyes. Now I'm not completely sure about glquake* since I can't get it working atm but according to Baker****, gl_doubleeyes exists in glquake:
I'd love to test Baker on this if I had glquake working but right now I can't. I took some screen shots using winquake and glpro to show you the differences:
WINQUAKE: Before eyes
WINQUAKE: eyes from same position
WINQUAKE: eyes close up
GLPRO: Before eyes
GLPRO: eyes from same position with GL_DOUBLEEYES enabled
GLPRO: eyes close up with GL_DOUBLEEYES enabled
GLPRO: eyes close up with GL_DOUBLEEYES disabled
As you can see, having gl_doubleeyes set to 0 represents the same size in both quake clients.
Now there have been discussions on what features are unfair. Baker back then claimed that it is not a cheat. But he also said that transparent water is unfair*****:
I'd like to point out that Darkplaces does not use increased eyes (and if it does have the option somewhere, it's not on by default). I'd like to get LordHavoc discussing the reason why gl_doubleeyes is not in Darkplaces
My argument is that gl_doubleeyes is just as unfair as transparent water for winquake clients. I think this is rarely addressed because the two most popular mods right now either don't have powerups or have so much going on that you don't have time to notice eyes running around. What are your thoughts on this subject?
Some servers temporarily overwrite r_wateralpha after forcing it 1. Would it be justifiable to do the same with gl_doubleeyes by forcing it to 0 and temporarily overwriting it?
I want to end this post to say that it wasn't my intension to put Baker on the spot. It's just that he's the only one that said anything about this matter.
* This is the exe straight from the shareware install, not proquake
** eyes are what you see when a player grabs the ring of shadows
*** Proquake's modification of glquake
**** http://www.quakeone.com/forums/showthread.php?p=5252
***** http://www.quakeone.com/forums/showthread.php?p=38020
PS - could someone with glquake confirm that gl_doubleeyes is there by typing:
Don't actually type in <ENTER>. Press the ENTER key on your keyboard. Submit your screenshot in this thread.
Thanks for you time.
Originally posted by Baker
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WINQUAKE: Before eyes
WINQUAKE: eyes from same position
WINQUAKE: eyes close up
GLPRO: Before eyes
GLPRO: eyes from same position with GL_DOUBLEEYES enabled
GLPRO: eyes close up with GL_DOUBLEEYES enabled
GLPRO: eyes close up with GL_DOUBLEEYES disabled
As you can see, having gl_doubleeyes set to 0 represents the same size in both quake clients.
Now there have been discussions on what features are unfair. Baker back then claimed that it is not a cheat. But he also said that transparent water is unfair*****:
Originally posted by Baker
View Post
My argument is that gl_doubleeyes is just as unfair as transparent water for winquake clients. I think this is rarely addressed because the two most popular mods right now either don't have powerups or have so much going on that you don't have time to notice eyes running around. What are your thoughts on this subject?
Some servers temporarily overwrite r_wateralpha after forcing it 1. Would it be justifiable to do the same with gl_doubleeyes by forcing it to 0 and temporarily overwriting it?
I want to end this post to say that it wasn't my intension to put Baker on the spot. It's just that he's the only one that said anything about this matter.
* This is the exe straight from the shareware install, not proquake
** eyes are what you see when a player grabs the ring of shadows
*** Proquake's modification of glquake
**** http://www.quakeone.com/forums/showthread.php?p=5252
***** http://www.quakeone.com/forums/showthread.php?p=38020
PS - could someone with glquake confirm that gl_doubleeyes is there by typing:
Code:
gl_doubleeyes<ENTER> screenshot<ENTER>
Thanks for you time.
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