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wateralpha lava bug

 
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EasyTarget



Joined: 08 Nov 2003
Posts: 28

PostPosted: Mon Jan 19, 2004 2:01 am    Post subject: wateralpha lava bug Reply with quote

http://user1.netatonce.net/a16920/cplava.jpg

http://user1.netatonce.net/a16920/cplava2.jpg

thats what it looks like for me when im using watervis 1 and r_wateralpha 0.9-0..

on dm2 both the lava and the water looks screwed but on dm7 the water
is perfect. i suspect its when the map have lava in it that it screws up Sad

it feel just the same as when u are outside a map and the screen isnt
cleared so when u turn it starts to paint or something.
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Goljat



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

PostPosted: Mon Jan 19, 2004 2:17 am    Post subject: Reply with quote

r_novis 1
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www.Slackers.dk
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Mon Jan 19, 2004 2:23 am    Post subject: Reply with quote

to use wateralpha you need to use either a vis'd map or r_novis 1. r_novis 1 is a lot slower than using a vis'd map.
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EasyTarget



Joined: 08 Nov 2003
Posts: 28

PostPosted: Mon Jan 19, 2004 3:14 am    Post subject: Reply with quote

works great now Razz
thanks for the help
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natas



Joined: 28 Nov 2003
Posts: 21

PostPosted: Mon Jan 19, 2004 3:37 am    Post subject: Reply with quote

Why isn't all maps vis'd then?
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Urgefor



Joined: 22 Dec 2002
Posts: 117

PostPosted: Mon Jan 19, 2004 4:15 am    Post subject: Reply with quote

natas wrote:
Why isn't all maps vis'd then?


Most servers do not allow see through water and lava. This goes way back to the era when GL QuakeWorld was new. GL users could have see through liquids with little or no performance hit on vis'd maps. It was a different issue for software users so to even the playing field it is not allowed by default for the most part.

To make a long story short, there are many people that still use software rendering client versus the GL client.

At least that is my understanding of it. Smile
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Mon Jan 19, 2004 5:02 am    Post subject: Reply with quote

natas wrote:
Why isn't all maps vis'd then?


its the way id software made them.
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oldman



Joined: 10 Sep 2002
Posts: 636

PostPosted: Mon Jan 19, 2004 5:05 am    Post subject: fao fuh Reply with quote

i've thought about this before

if serverinfo watervis 1, is set on the server, can u make the software client optionally remove any water/lava textures from the map? like the old waterhack used to do to the maps themselves but done in client so as not to alter the checksum

the quakeworld.nl ctf server runs with watervis enabled and its a bit of a bugger playing on there with software vs gl ppl

it would seem a fair evening up of the clients when watervis is turned on

of course programming the sw renderer to cope with alpha would be even better :)
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EasyTarget



Joined: 08 Nov 2003
Posts: 28

PostPosted: Mon Jan 19, 2004 7:40 am    Post subject: Reply with quote

Oft: It would look much nicer with watervis 1 on all (or atleast some)
public servers. looks very strange with a solid texture thats supposed to
look like water Mad
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Guest






PostPosted: Mon Jan 19, 2004 4:47 pm    Post subject: Reply with quote

If fuhquake supports halflife levels with all thier transparent textures and stuff, shouldn't it be really easy to tweek the client to force transparent water on normal levels? Or am I missing something blatently obvious?
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kevinh



Joined: 08 Mar 2004
Posts: 13

PostPosted: Sat Mar 27, 2004 5:59 pm    Post subject: Reply with quote

i think servers should enable watervis. from my experience u cannot see players/objects through the water .. only world textures ??!?

or does it have somethign to do with "knowing where someone is" like seeing them.. then submerging ... then u can still aim where they were??

or did i just make my whole arguement invalid lol.
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