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?
Member
49 posts
Registered:
Jul 2017
zQuake scales right.
ezQuake scales wrong.
so where is the diffrence?
Administrator
284 posts
Registered:
Sep 2015
Can you send screenshots?
Also make sure you have /gl_particle_fire 0
Member
49 posts
Registered:
Jul 2017
compare this
and this
Removed. Insulting people won't get you far. This is your one and final warning, see §1 of Forum rules. / Mods
Member
232 posts
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Feb 2006
Removed. I think that was your last post for a while. / Mods
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.
Member
133 posts
Registered:
Dec 2008
Member
92 posts
Registered:
Aug 2007
As a "quick-fix" you can edit flame2.mdl and remove the small scene.
Administrator
284 posts
Registered:
Sep 2015
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
Member
49 posts
Registered:
Jul 2017
2Korni^ QOOOL! THX. A small copy of quake for dm1 and start deathmatch)))
Member
133 posts
Registered:
Dec 2008
meag
Weird but r_lerpframes 0 works
Administrator
284 posts
Registered:
Sep 2015
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...
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.
Member
49 posts
Registered:
Jul 2017