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  • Blood fading away when new is created

    In Quake 1 Darkplaces with Sevens Small mod i have the problem when i kill a enemy the blood stays but when killing more enemies the blood instantly fades away when new one is created. (it instantly fades away from dead enemy 1 when the blood appears at dead enemy 2 then fades from enemy 2 to enemy 3 and like that)
    Is there a cvar for maximum available blood on ground/walls in the level or like something cvar?

    Is there a fix for this?

    WOULD BE VERY HAPPY IF SOMEONE CAN HELP ME WITH THIS ISSUE.

    my autoexec.cfg is

    r_glsl 1
    r_glsl_offsetmapping "1"
    r_glsl_offsetmapping_reliefmapping "0"
    r_glsl_offsetmapping_scale "0.05"
    bind F7 "loadsky sky1"
    bind F8 "loadsky sky4"
    gl_picmip "1"
    cl_particles_quality "7"
    cl_decals "1"
    cl_decals_time "999"
    cl_decals_fadetime "999"
    cl_particles_blood_alpha "0.500000"
    cl_particles_blood_bloodhack "0"
    "cl_itembobheight" "0"
    set gibsmultiplier 6
    set gibsduration 0
    set gibsexplode 1
    set kickgibs 0
    set flamestyle 2
    set soulattack 0
    set souldamage 0
    set vengeancedamage 0
    set demon 0
    set dog 0
    set enforcer 0
    set hknight 0
    set knight 0
    set ogre 0
    set shalrath 0
    set shambler 0
    set soldier 0
    set wizard 0
    set zombie 0
    set ghost 0
    set muzzleflash 1
    set ozaim 1

    thanks in advance

  • #2
    Try

    cl_decals_max 99999

    Will cause lag though if there's a whole ton of them around.
    Clan Brotherhood of the Axe

    Comment


    • #3
      Hello exerazor,

      You have weird blood settings in your autoexec.
      Your issue is independent to the "small mod compilation".

      I just tried your autoexec settings and I also had NO blood on floors/wall.

      I suggest you delete this blood cvar first, then try again:
      - cl_particles_blood_bloodhack "0"

      The cvar, that monster suggested is by default big enough: 4096
      Your issue is most probably not related to it.
      Because you said, that already the SECOND dead monster makes issues.

      Trying your autoexec without the bloodhack works for me.

      Man, you like your Quake very bloody (just like Dani)

      Hope it helps.
      If nothing helps, please remove your config and autoexec temporary and start with a fresh one. I bet you will have no issues then.

      Best wishes,
      Seven


      PS: Maybe the DP build you use is an autobuild ? Please try another build.

      Comment


      • #4
        Hi,

        with cl_decals_max 99999 in autoexec
        and cl_particles_blood_bloodhack "0" removed

        it works perfectly

        :-) blood stays thanks Makes the game much more fun.

        Cant believe that nowadays in modern days like in the game Crysis 2 Ragdoll is disabled when the enemy is dead so its good to get missed stuff back with Quake

        ATHMOSPHERIC QUAKE IS UNBEATABLE! VERY NICE ATHMOSPHERE AND ARCHITECTURE.

        Thank You bta.monster and Thank You Seven!

        Comment

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