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Software and GL blood difference
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Goljat



Joined: 09 Nov 2002
Posts: 174
Location: Helsinki,Finland

PostPosted: Mon Dec 22, 2003 3:21 pm    Post subject: Software and GL blood difference Reply with quote

Is there any way to get GL blood to look like the software one


You can see the difference much better on sg picture

Call me blind, but i can't see in gl do i hit with lg.
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Povo-Hat



Joined: 09 Sep 2002
Posts: 139
Location: Australia

PostPosted: Mon Dec 22, 2003 5:37 pm    Post subject: Reply with quote

agreed, it would be nice to have a client side command similar to ktpro's 'more blood' setting
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mako



Joined: 02 Dec 2003
Posts: 27

PostPosted: Tue Dec 23, 2003 12:35 am    Post subject: Reply with quote

i think gl_part_blood 1 makes blood a bit more visual, give it ago
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Tue Dec 23, 2003 1:53 pm    Post subject: Reply with quote

Oh god my eyes! MY EYES!!!! I CAN'T SEE!
AHHHH!



Please tell me again how people still enjoy playing in software or "simulated" software modes.
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Amish



Joined: 29 Jan 2003
Posts: 53
Location: Misery/Missouri US

PostPosted: Tue Dec 23, 2003 5:37 pm    Post subject: Reply with quote

I agree with Luke. I like QW and all, but if I wanted a blast to the past I'd be on a P166 with 32MB RAM going "SQUARE SHAPED BLOOD IS THE COOLEST". Tricking your GL out to act like software is about the most depressing thing I have ever heard.

I'm probably going out on a limb here, but if you like the way software looks so much, why don't you

*drumroll*

USE SOFTWARE?

What esoteric feature is provided in GL that is not supported in software that makes you worry about a hair of difference in the way that blood is rendered? I don't think I want to know, actually. It's going to be stupid and I am going to laugh anyways.
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Goljat



Joined: 09 Nov 2002
Posts: 174
Location: Helsinki,Finland

PostPosted: Tue Dec 23, 2003 8:34 pm    Post subject: Reply with quote

-gl is much smoother
-more features in gl
-more stable fps, i have sucky celeron
-you can change everything in gl (textures/skins)

i just used degeneration textures so its easier to see difference. I can't see in gl do i hit or not and i want that to be changed.
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Last edited by Goljat on Tue Dec 23, 2003 8:36 pm; edited 1 time in total
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Tonik



Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia

PostPosted: Tue Dec 23, 2003 8:35 pm    Post subject: Reply with quote

Ouch.

Goljat, your post made me wonder - could the fact that blood is less visible in GL explain why many players claim shafting to be easier in software?
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Goljat



Joined: 09 Nov 2002
Posts: 174
Location: Helsinki,Finland

PostPosted: Tue Dec 23, 2003 8:40 pm    Post subject: Reply with quote

tonik: yeah i have tested gl and rl seems to be same in both, but sg/lg is much better in vga, sg is kinda different its point and click weapon, but it makes harder to make reaiming if you cant see do you hit.
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Tonik



Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia

PostPosted: Tue Dec 23, 2003 8:45 pm    Post subject: Reply with quote

Now to the point, yes it should be possible to make particles look in GL more or less the way they do in software. Not in current FuhQuake, but it should be possible to add a hack that would do it.

There's one hack in GLQuake already, necessary to prevent particles from disappearing completely at a large distance.

While software Quake's particles are completely wrong and unnatural because they're not scaled properly with distance, this wrongness is perhaps very helpful for gameplay (compare to 'wrong and unnatural' QW physics): at close range, particles don't obscure your view too much, but you can still see them perfectly in the distance. Simply scaling GL particles by, say, a factor of 2 wouldn't give you the same effect.
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Pace



Joined: 07 Sep 2002
Posts: 51
Location: Australia

PostPosted: Tue Dec 23, 2003 10:31 pm    Post subject: Reply with quote

Tonik wrote:
Ouch.

Goljat, your post made me wonder - could the fact that blood is less visible in GL explain why many players claim shafting to be easier in software?


Tonik, I think you've hit the nail right on the head there Smile I completely agree with what you've said.
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mako



Joined: 02 Dec 2003
Posts: 27

PostPosted: Wed Dec 24, 2003 12:25 am    Post subject: Reply with quote

i completly agree with goljat that sg and lg are more efective in software, id go further to say that they are more effective at long range, which as we can see from goljats pictures blood is bigger and more visible, but also to me the white model is slightly taller and fatter in vga.

going off topic now but are the hit boxes in vga and gl the same ?
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Wed Dec 24, 2003 12:54 am    Post subject: Reply with quote

hitboxes are server side and all calculations on whether stuff hits or not are done there
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Goljat



Joined: 09 Nov 2002
Posts: 174
Location: Helsinki,Finland

PostPosted: Wed Dec 24, 2003 10:40 am    Post subject: Reply with quote

r_aliastransadj [default: 100] {Software only}
Not much is known about this variable except for that increasing the value will
cause the player models to be displayed smaller.

r_aliastransbase [default: 200] {Software only}
Not much is known about this variable except for that increasing the value will
cause the player models to be displayed smaller.

maybe thats why model is bigger in software.
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b



Joined: 28 Jan 2003
Posts: 215

PostPosted: Wed Dec 24, 2003 11:55 am    Post subject: Reply with quote

Luke wrote:
Oh god my eyes! MY EYES!!!! I CAN'T SEE!
AHHHH!



Please tell me again how people still enjoy playing in software or "simulated" software modes.


dunno about software-looking gl, but as for software, read spikes reply to this thread:

https://fuhquake.net/forum/viewtopic.php?t=1931

this might also be another reason ppl like sw lg
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suicidal



Joined: 23 Sep 2002
Posts: 173
Location: Brooklyn, NYC

PostPosted: Wed Dec 24, 2003 2:04 pm    Post subject: Reply with quote

how i wish i can have sounds letting me know if i hit something (like quake3's lg sound).

for now theres this nice mod PROX for quake, i think its pretty cool to use. wish fuhquake had this.

http://www.qexpo.com/booths/electro/
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Wed Dec 24, 2003 2:09 pm    Post subject: Reply with quote

suicidal wrote:
how i wish i can have sounds letting me know if i hit something (like quake3's lg sound).

for now theres this nice mod PROX for quake, i think its pretty cool to use. wish fuhquake had this.

http://www.qexpo.com/booths/electro/


prox is a mod. it works with any quake (there's winquake and qw versions).
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Urgefor



Joined: 22 Dec 2002
Posts: 117

PostPosted: Wed Dec 24, 2003 3:25 pm    Post subject: Reply with quote

So do I curse or embrace the fact that to my eyesight crisp, defined graphics are easier for me to discern different objects? I find it much easier to tell when I hit the enemy in a clearly defined environment. In fact I loathe the 'more blood' feature of KTPro. I find it misleading. To me it makes it appear/feel like I am doing more damage than I actually am.

OMG!! I am a mutant?!?!?! NOOOO!! Very Happy

Seriously though, since gl quake/quakeworld became available and I was able to afford a vid card capable of running gl, I switched from software and never looked back. I found it much easier to visually detect objects. Though I do believe this is truly a 'per person' trait.

As for hit sounds, I wouldn't change the current sounds for the world. Nothing makes me giggle more than the sound made when you get a good axe hit on someone. Smile
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Thu Dec 25, 2003 5:45 am    Post subject: Reply with quote

Urgefor wrote:
As for hit sounds, I wouldn't change the current sounds for the world. Nothing makes me giggle more than the sound made when you get a good axe hit on someone. :)


I always thought it sounded like you were spanking the other guy's bare ass. If only it was animated that way. Total insult attack! Spank the other guy with the blunt side of your axe! Hahaha!!!
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flinty



Joined: 02 Jan 2003
Posts: 79
Location: Lund, Sweden

PostPosted: Thu Dec 25, 2003 7:24 am    Post subject: Reply with quote

i am using q3-shaft sound since like 3 years back, and menu-sounds etc...

i think it's much "smoother", doesn't sound so ancient heh.

http://w1.465.telia.com/~u46505083/pak3.pak
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Luke



Joined: 25 Jan 2003
Posts: 408

PostPosted: Fri Dec 26, 2003 10:57 am    Post subject: Reply with quote

Really I do see the importance of being able to "emulate" software in GL, as supporting two engines is a pain. It would be nice if the GL client was flexible enough to satisfy software users as well as people who enjoy a little change.

Not only that but at software emulation settings in a GL client, you could probably easily pull a solid 72 fps.
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