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General Discussion
2017-09-03, 17:38
Member
49 posts

Registered:
Jul 2017
ezQuake engine has a bug:
Flame model on maps START and DM1 is twice smaller than it should be.
Can anyone fix it ASAP?
2017-09-04, 08:00
Member
49 posts

Registered:
Jul 2017
zQuake scales right.
ezQuake scales wrong.
so where is the diffrence?
2017-09-04, 08:10
Administrator
284 posts

Registered:
Sep 2015
Can you send screenshots?

Also make sure you have /gl_particle_fire 0
2017-09-05, 05:57
Member
49 posts

Registered:
Jul 2017
compare this
https://m.mediafire.com/view/gjjd28eeyb6sv8k

and this
https://m.mediafire.com/view/kue7puuf5mxk4oi


Removed. Insulting people won't get you far. This is your one and final warning, see §1 of Forum rules. / Mods
2017-09-05, 11:02
Member
232 posts

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Feb 2006
Removed. I think that was your last post for a while. / Mods
vb.drok-radnik.com
2017-09-06, 05:44
Member
49 posts

Registered:
Jul 2017
i am sorry... I thought CAPSLOCK stands for irony.
I appologize, but i don't mean to insult anybody. Really.

And Eah, i feel rage about no one hears and feels that atmosphere at map start and dm1 is ruined by that bug.
2017-09-06, 15:21
Member
133 posts

Registered:
Dec 2008
VanoZ, I remember you has asked about it several years ago.
I remember in that thread somebody mentioned function responsible for that issue.
That may help someone to fix it.

Update:
It was you:
http://www.quakeworld.nu/forum/topic/5959/94028/ezquake-5-or-more-years-old/#94024
2017-09-06, 17:41
Member
92 posts

Registered:
Aug 2007
As a "quick-fix" you can edit flame2.mdl and remove the small scene.
2017-09-06, 22:11
Administrator
284 posts

Registered:
Sep 2015
Korni wrote:
As a "quick-fix" you can edit flame2.mdl and remove the small scene.


This was most useful comment so far.

For temporary fix: /r_lerpframes 0
2017-09-07, 08:33
Member
49 posts

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Jul 2017
2Korni^ QOOOL! THX. A small copy of quake for dm1 and start deathmatch)))
2017-09-07, 20:43
Member
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Dec 2008
meag
Weird but r_lerpframes 0 works
2017-09-07, 21:03
Administrator
284 posts

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Sep 2015
se-sss wrote:
meag
Weird but r_lerpframes 0 works


Yeah it's a one line fix - the "previous frame" was never updated for static entities, so it always ended up using the first frame in the .mdl file, which was the smaller torch, then lerping. Easy to find once someone points out the solution of deleting the first frame in the .mdl file...
2017-09-08, 00:07
Member
133 posts

Registered:
Dec 2008
Nice, this one line fix is even more weird because there is something about pent(agramm).
Update. That must be pointer to entity.
2017-09-11, 10:22
Member
49 posts

Registered:
Jul 2017
Hell EAH!!!
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