We've
#11948 posted by ijed on 2012/05/02 20:42:10
Seen this happening with blinking scrags.
It seems to be caused by modern engines showing the space between the smoke and the mirror, which the old engines weren't precise enough to reveal.
But, it sometimes happens, sometimes doesn't, and I'm not sure why. The position is just moving over the duration of 0.1 seconds, seems that sometimes this is visible.
Check
#11949 posted by Preach on 2012/05/03 00:10:35
Can you check if it's an interpolation issue by replicating and then toggling r_interpolation (or whatever it was called in engine of choice). What might be needed is for interpolation to be reset for any entity which has Setorigin called on it.
R_lerpmove 1
#11950 posted by than on 2012/05/03 02:25:27
this seems to be the culprit. Turning it off fixes the issue.
That'd Work
#11951 posted by ijed on 2012/05/03 02:28:14
If it was a constant problem :(
I've noticed it affected by framerate fluctuations, although sometimes not.
So I'm going to try the hit it with a hammer approach of nulling the mesh of the monster for the duration of a teleport.
Shouldn't cause anything untoward, although come to think of it, it could break !walkmove checks, especially for custom bbox monsters.
#11952 posted by necros on 2012/05/03 02:51:36
which engines is this happening in? i thought fitzquake and variants had this fixed.
Than:
#11953 posted by metlslime on 2012/05/03 02:52:58
are you teleporting the shambler less than 100 units? There is client-side code in quake (and extended in fitzquake) that detects moves greater than 100 units in a single frame and treats them as teleports. In regular quake this affects the demo playback lerping, in fitzquake it also affects the r_lerpmove lerping.
Missed
#11954 posted by ijed on 2012/05/03 03:37:13
Your post than.
In RMQ we see it in RMQEngine, which is a fitz fork, so the less than 100 units thing should be what's affecting the self-teleporting enemies by the sound of it.
As A Workaround...
#11955 posted by metlslime on 2012/05/03 04:54:42
by calling setmodel or setsize you might be able to force it to disable lerps for that frame (not tested.)
No Problem
#11956 posted by than on 2012/05/03 11:45:28
it doesn't occur in my actual map... only the testmap. The test map used >100 distances though, but not by that much.
Rotating Stuff ...
#11957 posted by than on 2012/05/03 11:46:54
anyone know if it's possible to rotate torches etc. so that they appear upside down? I vaguely remember someone made a speedmap with lots of upside down stuff inspired by alice. Whether this included torches I dunno. I suspect negke knows how to do this if it's possible :)
Angles Field
#11958 posted by negke on 2012/05/03 11:57:15
Yeah...
#11959 posted by than on 2012/05/03 12:36:19
I was about to answer my own question there. Just figured it out, but thanks :)
Skyboxes
#11960 posted by Mike Woodham on 2012/06/03 10:25:48
I am looking for 'pretty' skyboxes of setsets and/or sunrises - think happiness as opposed to doom laden. Can anyone point me in the right direction (and I don't mean go west young man)
Setsets?
#11961 posted by Mike Bloodham on 2012/06/03 10:38:35
sunsets: the letters aren't even next to each other on the keyboard
In Here You Will Find Some Mike
#11962 posted by anonymous user on 2012/06/03 10:48:00
89.154.61.112
#11963 posted by Mike Woodham on 2012/06/03 11:49:06
Thanks
Some More
Quick Question
#11965 posted by Noname on 2012/06/04 23:26:02
When making quake 1 maps with gtkradiant 1.5, where do I put the texture files? And do I leave them as .wad or export them to a different file format?
#11966 posted by wakey on 2012/06/05 00:10:52
You need wad files directly in your quake directory, e.g.: Z:/Quake/id.wad.
You also need to set the key "wad" with the path to the wad in the worldspawn.
#11967 posted by digs on 2012/06/05 03:54:09
z:/quake/id1/id.wad
Lightmaps
#11968 posted by Mike Woodham on 2012/06/05 11:21:06
Do clip, skip and trigger textures affect lightmaps?
Not 100% On All Of Them
#11969 posted by Preach on 2012/06/05 11:46:12
Trigger textures certainly do - the map compiler has no idea what the classnames on your entities mean and has to assume that you want the option to render them (in fact some speedrunning mods have the option to show triggers in practice mode). Scaling textures that you know won't be seen by massive percentages ought to save some maps.
#11970 posted by necros on 2012/06/05 19:15:20
skip does as well.
from what i understand, the skip'd faces are still in the bsp file, but they are moved to a point after a marker that tells the engine not to draw them, so they are loaded, just not drawn.
#11971 posted by metlslime on 2012/06/05 20:17:00
skip and trigger generate lightmaps.
clip does not.
Theoretically qbsp.exe could be modified to natively understand skip; and then it would be possible to truly remove them from the bsp, reducing lightmaps and marksurfaces. But the current skip tools available merely hide them from rendering using a hack.
Thanks Digs!!
#11972 posted by Noname on 2012/06/06 21:06:12
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