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Client Talk
2008-03-12, 14:52
Member
150 posts

Registered:
Nov 2006
The RL Trails 1(less often), 8, 9, 10, 11 and 12 disappear with long distances. Anyone can check this with map ztricks2 portal 1 for example. After firing maybe 3 RL it starts disappearing trails, sometimes no trail at all.

How to solve this ?
2008-03-12, 15:09
Member
1435 posts

Registered:
Jan 2006
Try increasing r_particles_count
2008-03-12, 15:24
Member
150 posts

Registered:
Nov 2006
JohnNy_cz wrote:
Try increasing r_particles_count

Doesnt work, i tried even 16384, 50000, no results
2008-03-12, 18:16
Member
84 posts

Registered:
Jan 2006
Matrix, it seems this problem is related to r_drawflame. Try turning it off and see if it helps
2008-03-12, 18:29
Member
150 posts

Registered:
Nov 2006
Drugs-Bunny wrote:
Matrix, it seems this problem is related to r_drawflame. Try turning it off and see if it helps

Did not solve, even if it would, then i wouldnt have flames on dm6!

I was just playing FFA with more than 10 players and trails were disappear with r_rockettrail 3 aswell.
I know im not the only one having this problem and im sure alot more players have it but just dont know it.
2008-03-12, 20:37
Member
22 posts

Registered:
Feb 2006
Its not related to the cl_newlerp feature introduced in ezquake 1.82 is it ?

Default of 0.1 led to disappearing rockets/trails for me ... either set it to 0 (disabled) or make it higher than 0.1 eg 0.3
2008-03-12, 21:25
Member
150 posts

Registered:
Nov 2006
stay wrote:
Its not related to the cl_newlerp feature introduced in ezquake 1.82 is it ?

Default of 0.1 led to disappearing rockets/trails for me ... either set it to 0 (disabled) or make it higher than 0.1 eg 0.3

I have it disabled (0), what could be happening is that even value of 0 aint working, but im just guessing
2008-03-12, 22:53
Member
355 posts

Registered:
Jun 2006
When koov, cy, myth, trax, a few more na qwers and I were playing the mod Zerg Rush, we had this same problem. Turning up rate to 25000 or higher fixed it. Unfortunately I can't use this online as every NA QW server has rate restricted to 10000.
2008-03-13, 04:48
Member
357 posts

Registered:
Mar 2006
It seems that I was getting this problem with particle_count < 8192,

I found alot of particles didnt "die" when toggling from classic to qmb particle mode, even though they weren't drawn. Thus the particle count was fubar'd.
2008-03-13, 07:52
Member
150 posts

Registered:
Nov 2006
PlaZmaZ wrote:
When koov, cy, myth, trax, a few more na qwers and I were playing the mod Zerg Rush, we had this same problem. Turning up rate to 25000 or higher fixed it. Unfortunately I can't use this online as every NA QW server has rate restricted to 10000.

If you enter the server "Dybbuk Gehenna #1|89.149.194.72:27600" and set rate 50000 server allows 30000, trails still disappear so its not a rate problem.


SputnikUtah wrote:
It seems that I was getting this problem with particle_count < 8192, ...

Like i said on post #3: i even tried 16384, 50000. Along with 4096, 8192, ...
It is not an r_particles_count problem neither.

Im hopping some ezQuake developer check this since its a BUG ?!
2008-03-13, 11:05
Member
1435 posts

Registered:
Jan 2006
are you using gl_part_* particles or gl_particle_* particles? I am checking this forum but ezQuake developers aren't obliged to check it
/me sings the "this is not the place to report bugs" song
2008-03-13, 11:59
Member
150 posts

Registered:
Nov 2006
JohnNy_cz wrote:
are you using gl_part_* particles or gl_particle_* particles? I am checking this forum but ezQuake developers aren't obliged to check it
/me sings the "this is not the place to report bugs" song

I'm sorry, i didn't find a forum for Bug Report, if there is one can this topic be moved?

I'm using nQuake, i modified config.cfg a bit but those gl_part_* and gl_particle_* i didn't touch.

//Particle Effects
gl_bounceparticles "0"
gl_clipparticles "1"
gl_part_blobs "1"
gl_part_blood "1"
gl_part_explosions "1"
gl_part_gunshots "1"
gl_part_inferno "1"
gl_part_lavasplash "1"
gl_part_spikes "1"
gl_part_telesplash "0"
gl_part_trails "1"
gl_particle_blobs "0"
gl_particle_blood "0"
gl_particle_blood_color "1"
gl_particle_blood_type "1"
gl_particle_deatheffect "0"
gl_particle_explosions "0"
gl_particle_fasttrails "0"
gl_particle_fire "1"
gl_particle_firecolor ""
gl_particle_gibtrails "0"
gl_particle_gunshots "0"
gl_particle_gunshots_type "1"
gl_particle_muzzleflash "0"
gl_particle_shockwaves "0"
gl_particle_shockwaves_flat "0"
gl_particle_sparks "0"
gl_particle_spikes "0"
gl_particle_spikes_type "1"
gl_particle_trail_detail "1"
gl_particle_trail_lenght "1"
gl_particle_trail_time "1"
gl_particle_trail_type "1"
gl_particle_trail_width "3"
gl_solidparticles "0"
r_particles_count "2048"
2008-03-14, 17:19
Member
405 posts

Registered:
Jan 2006
r_particles_count required vid_restart or client restart.
Set it to some huge value, like 32000 or something in cfg and restart client.

There two version of particle systems, standard and gl_, they use different particles limit, standart allow 8192 active particles gl_ allow 32768.
<3
2008-03-14, 23:04
Member
150 posts

Registered:
Nov 2006
Thanks, didnt know a vid_restart was needed.
I've set r_particles_count 4096 inside cfg seems to be working, if not, i just have to set it higher.
Problem solved, Topic considered closed.
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