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Q1 Tools Update January 2007
at http://user.tninet.se/~xir870k . All engines are updated with many features/fixes, e.g. GL-engines have support for external model/sprite textures in three engine styles, major improvement of shadow rendering (now in NehQuake too) and transparent entity support in GLQuake.

GL-engines now also offer better model interpolation when playing back demos and improved sprite rendering. NehQuake has improved handling of transparent entities and better support for running non-Nehahra mods.

There's also a lot more support for troubleshooting QC issues, e.g. tracking where edicts are spawned/removed or controlling edict re-usage. Server speed has been optimized when running physics intensive paks.

TxQBSP now has func_group support and TreeQBSP has an important clipnode fix. Please see readmes for details (for engines now also with more easily readable sections) and there's also a new ToolTips version.

Any comments are welcome.
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Interpolation & Zerst�rer 
@aguirRe: i found a stange side effect of your interpolation feature: take a look at the zer chainsaw with interpolation turned on... funny =) 
Hmm 
I don't see anything strange, do you mean the chainsaw when running zer?

However, in many other weapons, interpolation causes weird effects, probably due to the animation is very short. You have e.g. the alternating NG muzzle flash and many weapons in ATF or other mods.

You can turn off interpolation for the weapon separately with cvar r_interpolate_model_weapon 0. This is recommended and it's what I use. 
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