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Member 21 posts
Registered: May 2007
I have been making some changes to my cfg recently and realised that with "r_dynamic 1" the glow of the powerups can be seen thrught the walls. I guess this is not a big suprise, but also a palyer eg. having a quad can also be seen from another room.. for example a quadded enemy on dm2 is clearly visible from low-rl approacing to low-button from the room with ra-mega. For me this seems clearly to be an advantage thinking of a situation when a team can act seeing the enemy quad coming. Also I have tried adding r_rocketlight 1 a rocket flying can be seen from another side of the wall if is is close enought. Sticking with dm2 this means, a rocket flying through "path" can be seen from the closed secret room. Watcing some demos with these settings, there are some situations when the position of an enemy in a room can be determined easily from the path the rocket light takes on the wall of an adjacent room or whatever... I have tried this on servers too, and have set -ruleset smackdown.
Sorry if this topic had already been discussed, but I havent found any info about it so far. Im curious whether I have missed something or is this a matter of tase...
Member 284 posts
Registered: Oct 2006
Sshhhhhhhhh > ![](/images/smileys/emoticon_wink.png)
Administrator 1265 posts
Registered: Jan 2006
what u say is true dynamic lights are also nice to see from which direction the enemy rocket comes, therefore useful for calculating the aproximate position of the enemy ![](/images/smileys/emoticon_smile.png) never argue with an idiot. they'll bring you back to their level and then beat you with experience.
Member 1435 posts
Registered: Jan 2006
Seeing quad glow a bit thru wall is possible even without r_dynamic, isn't it.
Member 357 posts
Registered: Mar 2006
in R_MarkLights, in gl_rlight.c adding ... // mark the polygons surf = cl.worldmodel->surfaces + node->firstsurface; for (i=0 ; i<node->numsurfaces ; i++, surf++) { dist = DotProduct (light->origin, surf->plane->normal) - surf->plane->dist; // <--- fix light bleeding through walls if (dist >= 0) sidebit = 0; else sidebit = SURF_PLANEBACK;
if ( (surf->flags & SURF_PLANEBACK) != sidebit ) //Discoloda continue; ... will fix the quad glow bug.. if its a dynamic light that is..
Administrator 2059 posts
Registered: Jan 2006
[...] Watcing some demos with these settings, there are some situations when the position of an enemy in a room can be determined easily from the path the rocket light takes on the wall of an adjacent room or whatever... [...] I think listening to sounds is still far superior than looking for rockets, thus i have dynamic light turned off for rockets i think. Would be too much flashing going on. www.facebook.com/QuakeWorld
Member 21 posts
Registered: May 2007
I guess u r right about the practical usage of glowing rockets, still in few situations it might make a difference... correct me if im wrong but what I was thinking of is for example in 2on2 ur getting into a fight 3rd or 4th, and if its the case u can see the rocks movement more accurately and make a fast aimed shot from a corner or something like that.. I cant think of any particular example right now Seeing quad glow a bit thru wall is possible even without r_dynamic, isn't it.. I think with r_dynamic the radius is much higher
Member 405 posts
Registered: Jan 2006
Pointless thread, and actually must be called "r_dynamic 0: disadvantage". r_dynamic is 1 by default, and "glow of the powerups can be seen thrught the walls" there for the ages and does't affected by ruleset, this is native for QW. And, btw, u can controll how light works with more variables, like r_powerupsglow, r_rocketlight, gl_flashblend and what not. I'm awaits thread like "+mlook CHEAT!" ![](/images/smileys/emoticon_tongue.png)
Member 1026 posts
Registered: Feb 2006
I'm awaits thread like "+mlook CHEAT!" ![](/images/smileys/emoticon_tongue.png) it is! bigfoot should come up with a fix any second now.. haw haw haw haw
Member 271 posts
Registered: Feb 2006
qqshka: blunt, but accurate ![](/images/smileys/emoticon_smile.png)
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