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FuhQuake v0.30 Out Now!
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Wed Sep 24, 2003 9:14 pm    Post subject: Reply with quote

why would you want anything less than full prediction, all these years after zquake/kteams fixed the jump bug
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Thu Sep 25, 2003 12:05 am    Post subject: Reply with quote

fuh wrote:
Luke wrote:
Fuh any idea on the grunt monster's texture "seem" issue? I am not using custom textures for the grunt or anything... yet I see a "seem" where the two sides of the texture meet.


are you using 24bit monster skins? If so try without them.

Also try r_lerpframes 0.


Ok, I tried r_lerpframes 0, but it didn't fix the problem. I have taken screenshots, but I have no place to host them. I have only seen this problem in earlier versions of Fuhquake when I used 24bit monster skins, but I am not using any this time around! Basically the "seem" is a black line where the two sides of the skin meet when wrapped around the model.
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Psychopheles



Joined: 18 Sep 2002
Posts: 261
Location: Nesquehoning, PA

PostPosted: Fri Sep 26, 2003 4:42 am    Post subject: Reply with quote

Hm. Any update on possible shortcuts in developing the fragfile? :(

Also, I've just did a run on fuhquake 0.30 software. Frame lerping works! KICKASS! This is definitely a big leap towards "modernizing" non-GL. =)

BTW: Fragfile status: 3% (halted)
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