Title: [cgame] Restoring railDisc / Rail Rings Post by: fromhell on March 03, 2014, 12:41:07 PM Around 1.30 Quake3 removed raildisc (while implementing a buggier rail spiral effect). This is absent in the GPL source.
Fortunately it was dead simple to re-implement it from scratch. In cg_weapons.c, add the following after the line "re->oldorigin[2] -= 8;" and before the return statement in the function CG_RailTrail Code: // lei-lei - reimplementing the rail discs that were removed in 1.30 This should allow the following settings: cg_oldRail 0 = the 1.30 spiral cg_oldRail 1 = Core only, as butchered in 1.30 cg_oldRail 2 = pre-1.30 rail discs cg_oldRail 3 = pre-1.30 rail discs that use 1.30's color2 Also, note that there's a few cvars in the renderer that adjust the size of the rail: r_railWidth = adjusts the disc size. Default 16; though q3test 1.05 had this set as 128 r_railCoreWidth = adjust the size of the beam. Default 6, q3test 1.05 had this set to 16 r_railSegmentLength = adjusts the length of each disc's gap. Default 32, q3test 1.05 had this set to 64 DISCLAIMER: I did not use any of the old Q3A SDK code as reference for this. This is all clean room. Title: Re: [cgame] Restoring railDisc / Rail Rings Post by: Gig on March 04, 2014, 01:56:35 AM The old original Q3 rail! Nice! ;D
Waiting for updated OAX/Binaries to try it.... r_railWidth = adjusts the disc size. Default 16; though q3test 1.05 had this set as 128 Different scale?Quote r_railSegmentLength = adjusts the length of each disc's gap. Default 32, q3test 1.05 had this set to 64 Are you sure about changing this default? I can guess lenght 32 instead of 64 doubles the number of polygons to render...Title: Re: [cgame] Restoring railDisc / Rail Rings Post by: Gig on August 02, 2016, 01:15:37 AM If someone wants to test the feature, it's available in DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OAX]OAX mod (http://([b) since 2016-07-01 nightly build.
Good work, FromHell! (And thanks to Sago who set-up nightly builds, of course) |