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help wiyh shader animated exploding boxes

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  • help wiyh shader animated exploding boxes

    I cant for the life of me figure this out.
    been all over the forum looking for any other thread about this
    and found nothing.
    I love the animated shader exploding box texture but when i shoot them they dont blow up.
    currently running without them... has anyone else had this problem.
    I am running all the other shader boxes(health packs, rockets)fine.
    also running small mod compilation, only using the bubbles from qrt item textures.

  • #2
    Actualy, yes, I have the same problem... And the ranger is sort-of stuck "on" or "in" the exploding box... After he's killed, the box does explode after about 10 shots.... I didn't give much attention to it, it's still bearable...
    MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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    • #3
      It is just bothering me that the normal texture blows up just fine but the shader texture doesnt(I dont understand why and that is driving me crazy)
      Ill just run without the shader texture for now , but will always be bothered by this.

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      • #4
        I think you shoudn't have started a separate thread, you should ask it here
        MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

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        • #5
          Thought if others have this problem the answer would be easier to find here than deep into another thread.

          Sevens answer:
          Hello muribundi,

          Forest ‘LordHavoc’ Hale wrote:
          2013-03-01:

          New darkplaces update:
          added support for RMQe maps like "Something Wicked This Way Comes" by Tronyn, this map format is slightly worse (smaller coordinate limit) than the BSP2 that darkplaces already supported.
          fixed bug with the two shalrath not spawning in hip2m3 - this took a far-reaching analysis and bugfix effort for droptofloor and MOVETYPE_STEP in general, this should improve compatibility with other maps too.
          sv_gameplayfix_ cvars default off now, this should make most mods compatible by default rather than requiring tweaked cfg files, these cvars do default on for non-quake games however (Nexuiz, Steel Storm: Burning Retribution, etc).
          skeletal model animation is now hardware accelerated where possible (OpenGL 3 / DX10 cards), this greatly improves fps in Nexuiz and other games with skeletal models.
          New dpmod release to reenable the sv_gameplayfix_ cvars that are disabled by default now.
          The rootcause for your issue is described in this change history.
          You must enable some sv_gameplayfix_ cvars again.

          In your specific case it is:
          sv_gameplayfix_setmodelrealbox "1"
          "sv_gameplayfix_" cvars are not saved in config.cfg�s, so you have to copy/paste this line into your autoexec.cfg.

          It is somehow irritating, that the Quake-replacement-engine no.1 disabled its replacement supporting cvar fixes...
          So be sure to read readme�s and life will be easier sometimes

          Have fun with your Quake.
          Seven
          Last edited by muribundi; 04-27-2013, 01:30 PM.

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