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Fixed by making the id1 weapons not faded, not sure why they ever were... This way they look like the mission pack weapons and all is consistent, but of course the hud will look different than previous versions in all modes.
That's intriguing, I wonder what type of particles it is using for the fire, possibly the Quake particle() builtin? If that is losing the velocity part then I am concerned.
I have been unable to reproduce this issue when playing the second to last demo of the seal of nehahra (which is using that same map, so I assume it is the one you are using, although if not please tell me which one...), and can not find any such particles in neh2m1 or neh2m2 either (did not try others).
So I can't see anything wrong with the torches as they do not even produce particles here... And I verified there are no particle effects (of any kind) during that demo.
When I added snow effects to a coop map, i tried to playback a demo I recorded using proquake - in darkplaces. The snow effect was not visible, however if I just loaded this coop map in darkplaces, the snow was there.
So playing demo = no snow. Just loading map = snow.... hahah cant figure it out.
What map and what mod was running? If it is a snow particle effect it may be protocol specific and not enabled by the mod when playing it in proquake because it knew the protocol support was absent in proquake...
An example of this is Prydon Gate where the snow and rain effects are only used if playing in TomazQuake or DarkPlaces or other engines that implement a snow effect, a demo recorded in these engines will contain the snow effect where as one recorded in an engine not supporting the snow effect will instead have a quake-compatible attempt at snow.
*"Darkplaces Nehahra torch fire rendering bug"*
*"Darkplaces Nehahra torch fire rendering bug"*
-Torch fire is rendered incorrectly in DP newer builds.
-Play Nehahra in DP in newer builds, and you will see.
-The build that displays the torch fire rendering correctly is darkplacesenginewindowsonly20071018beta1.zip
Here are some screenshots displaying the bug.
Here are some screenshots displaying the correct torch fire.
Note: Its a bug i reported already to LordHavoc, just posting here for archiving and completeness sake. I still need to test some more builds to see at exactly which build the torch fire renderer breaks. Haven't gotten around to it yet.
r_glsl_offsetmapping_reliefmapping is gone, please bring it back
It also weirdly effects the gun in r_drawviewmodel
When I added snow effects to a coop map, i tried to playback a demo I recorded using proquake - in darkplaces. The snow effect was not visible, however if I just loaded this coop map in darkplaces, the snow was there.
So playing demo = no snow. Just loading map = snow.... hahah cant figure it out.
*"r_enableshadowvolumes "0" crashes DP while using external textures, progs."*
*"r_enableshadowvolumes "0" crashes DP while using external textures, progs."*
-when you put r_enableshadowvolumes "0" (# Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off) in your autoexec.cfg it crashes DP upon loading.
-put r_enableshadowvolumes "0" in your autoexec.cfg and watch DP crash upon loading.
-No crashes or errors exist when playing vanilla QUAKE (without external progs or textures) in DP with this option on r_enableshadowvolumes "0". Note: RTLights are on in both vanilla and "Reforged" QUAKE. r_shadow_shadowmapping "1" and gl_vbo "1" are both set, so it shouldn't use stencil shadowing and shouldn't crash, like in vanilla QUAKE DP.
-To work around this error put r_enableshadowvolumes "1" in your autoexec.cfg.
Here is the full error report:
Faulting application darkplaces.exe, version 1.0.0.0, faulting module ntdll.dll, version 5.1.2600.6055, fault address 0x00011689.
Bytes:
0000: 41 70 70 6c 69 63 61 74 Applicat
0008: 69 6f 6e 20 46 61 69 6c ion Fail
0010: 75 72 65 20 20 64 61 72 ure dar
0018: 6b 70 6c 61 63 65 73 2e kplaces.
0020: 65 78 65 20 31 2e 30 2e exe 1.0.
0028: 30 2e 30 20 69 6e 20 6e 0.0 in n
0030: 74 64 6c 6c 2e 64 6c 6c tdll.dll
0038: 20 35 2e 31 2e 32 36 30 5.1.260
0040: 30 2e 36 30 35 35 20 61 0.6055 a
0048: 74 20 6f 66 66 73 65 74 t offset
0050: 20 30 30 30 31 31 36 38 0001168
0058: 39 0d 0a 9..
Running on Win XP SP3, fully updated. Could somebody confirm this? Also i am curious if it gives the same crash on Linux or Win Vista or 7. Since i haven't seen any other reports about it.
The cvar "sbar_alpha_bg" only works for ID1 icons.
It does not work for Mission Pack 1 + 2 icons.
So you cannot adjust the transparency of the viewsize 100 weapon/icons, which are introduced in MP 1 + 2.
Now that we have external replacement HUD�s for both Mission Packs, I noticed this issue.
Workaround (until LordHavoc fixes it):
Set the cvar "sbar_alpha_bg" to "0.7" (in all your config�s).
This will compensate the issue and brings the best visual for ID1 MP1 + 2.
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