The camera doesn't go through walls. Move a bit forward then take a look. You're squeezing the camera to the back wall.
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I'm not squeezing, I first noticed this on FVF. It doesn't matter of theres a foot of free space around me or a mile
Baker is right.e|------------------------0---------------
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DarkPlaces has the following changes to chase_active compared to winquake/glquake:- chase_active does a traceline to prevent the camera from being inside a wall and thus seeing through walls (not as effective as a real wallhack but still worth preventing)
- chase_right removed because it was too cheaty (like a super duper version of the lean keys in realism shooters, you could have the view quite far off to the side and see around corners)
- default values of chase_up and chase_back changed to make it easier to play (intriguingly Gears of War has a similar camera position)
At one point in the past it also had a 3D crosshair which was useful with chase_active to see precisely where you were aiming, but this was removed because no one used it. I am told Vengeance R2 has a similar 3D crosshair.
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@LH
I got something for you...
When I use the QMB texture for the lightning, I get this:
As you can see, most of the lightning looks great, but the two primary beams that the lightning gun generates to creats the actual lightning that hurts people still looks cruddy... Fix that please?? yaye|------------------------0---------------
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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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That's not what I'm talking about. You got a nice lightning bolt there, but I'm talking about this:
Sniper, that's the highest it will gp.Last edited by foq; 06-28-2007, 09:39 PM.e|------------------------0---------------
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The annoying white area is part of the model.
You would need to use a lightning gun model without that as part of the model.
Try Plague's pak in DarkPlaces naming convention:
http://www.quakeone.com/index.php?in...le&file_id=149
You could use Pakscape to delete everything out of the pak except v_light.mdl and the v_light*.tga textures.
Or maybe one of PrimEvil's debug models but you would probably need to rename the textures to DP's convention.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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I had a look in the darkplaces pk3 section... nothing.
Where can I find a model for it?e|------------------------0---------------
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Originally posted by the_f0qer View PostI had a look in the darkplaces pk3 section... nothing.
Where can I find a model for it?
/It is true that should probably be moved to the DarkPlaces pk3 section like the other stuff.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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I can't get models working in Darkplaces. Textures work, just not models (healthboxes, ammo)e|------------------------0---------------
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