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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Tue Mar 02, 2010 5:10 pm    Post subject: Reply with quote

Monster wrote:
Is there a way to adjust the size of the gun model? I'm on 1680x1050x32 resolution, using fov 110 and the gun model still looks quite big as compared to other engines like Darkplaces or Fitzquake.

Just realised why this is. Both DP and FQ use a weird bastardized gun model offset that is not the same as ID Quake at 640x480 and above, and which makes the gun model look - to my filthy depraved mind at least - like an erection.

DirectQ uses the ID style by default (of course), but you can set r_gunangle 0 to use the DP/FQ style. r_gunangle 2 will revert to ID style, and other values may or may not work or do weird stuff.
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Tue Mar 02, 2010 10:48 pm    Post subject: Reply with quote

long ago i removed the weird (but standard) offset so that the gun wouldn't do weird things when you looked up and down. This has the negative effect of making it harder to see when you have a statusbar up. In retrospect there are better solutions, maybe i should revisit it.
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Wed Mar 03, 2010 3:49 am    Post subject: Reply with quote

Better to move the model along a curve that a line. Playing with the numbers, this looks OK within reasonable limits, 30< fov <140

Code:
scr_ofsx.value = (pow(scr_fov.value, 2)-8100)/1700; //qbism compensate view model position
scr_ofsz.value = (pow(scr_fov.value, 2)-8100)/2000;//qbism compensate view model position

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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat May 01, 2010 1:49 pm    Post subject: Reply with quote

I've foudn that host_framerate is very messed up in DirectQ. In my 10 seconds of testing, with host_framerate set to 0.001, the view bobbing and grenade fuses didn't obey it (so the grenade flew slowly then blew up in my face).
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sat May 01, 2010 1:51 pm    Post subject: Reply with quote

metlslime wrote:
long ago i removed the weird (but standard) offset so that the gun wouldn't do weird things when you looked up and down. This has the negative effect of making it harder to see when you have a statusbar up. In retrospect there are better solutions, maybe i should revisit it.


I turned it into a cvar called v_fudgeweapon or something (default 1 = Quake behaviour).
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Sat May 01, 2010 7:29 pm    Post subject: Reply with quote

Sajt wrote:
I've foudn that host_framerate is very messed up in DirectQ. In my 10 seconds of testing, with host_framerate set to 0.001, the view bobbing and grenade fuses didn't obey it (so the grenade flew slowly then blew up in my face).

Well spotted, you win this month's prize! Very Happy Laughing

Fortunately it's a 1 line fix, so cheers for the heads up on this one!
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat May 01, 2010 8:53 pm    Post subject: Reply with quote

Okay cool. Now add the "slowmo" cvar!
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