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This one is about the Z position of the weapon viewmodel.
In reQuiem, the viewmodel is riding pretty low on the screen...
I checked the original WinQuake/QuakeWorld code, and in V_CalcRefdef it increments the viewmodel's Z position by a little bit. Also the increment amount depends on the viewsize. reQuiem on the other hand has this code commented out, so the Z position isn't incremented at all.
Survey of some other code:
* Engoo does the "standard" incrementing.
* FMV does it only if r_viewmodelhackpos is set.
* Super8 has it commented out, but also does a significant increment if cl_nobob is set.
* QuakeSpasm has removed the incrementing.
So I guess reQuiem isn't completely the odd man out, and it looks similar to QuakeSpasm when in a 4:3 resolution. However when playing with a larger conwidth to accomodate widescreen, the reQuiem viewmodel sinks even lower (like original GLQuake behavior), while QuakeSpasm's viewmodel stays put.
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Couple of questions then!
1) What's up with all the different approaches to adjusting (or not) the Z position of the viewmodel? Is there some old discussion or accepted wisdom around that?
2) Possibly related to #1: is there a compact way of saying why QuakeSpasm's viewmodel is immune to changes in the conwidth/conheight ratio, beyond (for example) just "R_DrawAliasModel has been rewritten"? I'll dig into that sooner or later but a kick in the right direction wouldn't hurt.
Cheers!