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  • #16
    Originally posted by Phenom View Post
    Wouldn't transparency for the crosshair degrade performance? Just asking because I know when you use water transparency in Qrack it takes a performance hit pretty bad
    Originally posted by R00k View Post
    Its not the crosshair that becomes transparent, just the gun model itself.
    oops, I meant the weapon model, not the crosshair
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    • #17
      Could I bind 2 keys to impulse7 ? I cant get that to work.

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      • #18
        Originally posted by BababooeyHTJ View Post
        Could I bind 2 keys to impulse7 ? I cant get that to work.
        bind x "impulse 7"
        bind y "impulse 7"
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        • #19
          I may have had a typo. Ill try that again.

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          • #20
            Yeah must have been a typo. It works fine. One really annoying thing that I cant figure out is that when I move my mouse slowly or just a little is dosnt seem to register and just does nothing. What could cause this? It happens at any sensitivity.
            Edit: Fixed it I changed m_directinput from "1" to "0" and it did the trick.
            Last edited by BababooeyHTJ; 09-11-2008, 07:36 PM.

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            • #21
              Originally posted by R00k View Post
              U CAN USE R_DRAWVIEWMODEL 0.5 AND YOUR WEAP WILL be 50% transparent...
              shouldnt weapon transparency be reserved for the ring of shadows power up, its a vital clue that tells you when you are not visible.

              i never understood when you decided to remove r_viewmodelsize from joequake to qrack. it really needs it back.

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              • #22
                I dont remember JQ have viewmodelsize, ezquake i think..

                cl_gun_fovscale 1 will correctly scale the viewmodel to the same proportions no matter what FOV value you use. Set this to 0, and the gun will "pincushion" towards the vantage point like normal glquake.

                I will add a weaponmodel scale, but it will be like 25% - 50% - 75% - 100% size ... possibly or just a value from 0.0 to 1.0...
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                • #23
                  i read it in the qrack 1.85 change log on THIS PAGE
                  and it says
                  cl_gun_fovscale
                  Fixes proper rendering of viewmodel at fov values greater than 90 (default 0) (removed
                  r_viewmodelsize cvar)

                  so Qrack must have had it at some point.

                  Originally posted by R00k View Post
                  I will add a weaponmodel scale, but it will be like 25% - 50% - 75% - 100% size ... possibly or just a value from 0.0 to 1.0...
                  sounds great man, i cant wait :d

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