Ther was some confusion the other day when some were trying to get the screen to flash when hit in Qrack. This carries over to some other quake clients, like EngineX, joeQuake, ezQuake, etc. so I thought I'd just clarify it over here.
If you want to see the screen with an opaque overlay of any kinda you must use GL_POLYBLEND period.
Secondly, whether you want clear or opaque water(or lava/slime) this is controlled with the v_contentblend cvar. Where as in ProQuake just using gl_polyblend 1 will force water to be cloudy, when all u really want it to see when you are hurt.
There are more console variable to fine tune settings depending on your needs:
v_cshiftpercent {default 100} Global intensity for all the cshift levels.
v_damagecshift {default 1} is the percentage of the intensity of the palette blending, (how clear vs opaque u want), for when you are hurt.
v_dlightcshift [0|1] turns off or on the overlay blending if you have gl_flashblend 1
v_pentcshift [0..1] percentage of the intensity for when u have PENT
v_quadcshift [0..1] percentage of the intensity for when u have quad
v_suitcshift [0..1] percentage of the intensity for when u have the biosuit
v_ringcshift [0..1] percentage of the intensity for when u have ring of shadows
In most cases you should leave GL_HWBLEND at 0.
So, if you want the screen to overlay when you are hurt use
gl_polyblend 1
gl_cshiftpercent 100
v_damageCshift 0.33
if you want blending for powerups add these
v_quadcshift
v_pentCshift 0.33
v_ringCshift 0.33
v_suitCshift 0.33
if you want clear liquids, use:
v_contentBlend 0
otherwise set it to 0.1 to 1.0 depending how clear you want it.
Hope this helps.
If you want to see the screen with an opaque overlay of any kinda you must use GL_POLYBLEND period.
Secondly, whether you want clear or opaque water(or lava/slime) this is controlled with the v_contentblend cvar. Where as in ProQuake just using gl_polyblend 1 will force water to be cloudy, when all u really want it to see when you are hurt.
There are more console variable to fine tune settings depending on your needs:
v_cshiftpercent {default 100} Global intensity for all the cshift levels.
v_damagecshift {default 1} is the percentage of the intensity of the palette blending, (how clear vs opaque u want), for when you are hurt.
v_dlightcshift [0|1] turns off or on the overlay blending if you have gl_flashblend 1
v_pentcshift [0..1] percentage of the intensity for when u have PENT
v_quadcshift [0..1] percentage of the intensity for when u have quad
v_suitcshift [0..1] percentage of the intensity for when u have the biosuit
v_ringcshift [0..1] percentage of the intensity for when u have ring of shadows
In most cases you should leave GL_HWBLEND at 0.
So, if you want the screen to overlay when you are hurt use
gl_polyblend 1
gl_cshiftpercent 100
v_damageCshift 0.33
if you want blending for powerups add these
v_quadcshift
v_pentCshift 0.33
v_ringCshift 0.33
v_suitCshift 0.33
if you want clear liquids, use:
v_contentBlend 0
otherwise set it to 0.1 to 1.0 depending how clear you want it.
Hope this helps.
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