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Im angry and upset about shadows they should appear at the side of a character like in real life and the density of the shadow should not be fully black it should be like in tremor and Qrack.
Just look at the shadow it is underneath the guy and it is completely black not dynamic please fix it
just as the whatsnew.txt says (guess you read it, yeah...) the rendering of shadow has changed in the new version. Shadows always drawn fully at the bottom of models and the opacity of them depends on the height of the model from the ground. Just try out: jump with the player and see that its shadow gets transparent. It's NOT a bug, it's a feature.
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Joe,
that's some sexy ass md3 work!
i had doubts but then i loaded it up and was amazed! nice!
i havent seen that kinda nice shit openly and you should tout it to the pimps on quakesrc!
heh, thanks Sput. I've done plenty of work on it to get them work, but I didn't get as far as I wished unfortunately. Shadows doesn't work on multimodels, well at least I turned it of for the player md3 model, since only lower.md3's shadow was drawn correctly
I couldn't figure out a way to get the rest working either, I truly believe I'm doing something in the multimodel drawing sequence pretty differently compared to Carmack's code in Q3. I tried to look after it in the q3 source but that code is like Q1's source upside down if you know what I mean
Also my type of md3 drawing results some massive performance loss, not sure why exactly, but probably becoz of interpolation (I used the same kinda code as fenix's did long ago for Q1 models).
So md3 is far from perfect but it's an ineteresting attempt anyways I believe.
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The current version has some form of noaim. On a singleplayer map fire a rocket above a monster's head and the rocket still hits the target. Once he's dead the rockets return to hit where the crosshairs are pointing. Is there a cvar to turn this off?
that depends on your sv_aim setting, but this isn't joequake specific. The default value of 0.93 gets it work the way you mentioned, while using value 1 will always shoot were your crosshair is independently from enemies.