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Post by Turbo B. on Mar 15, 2009 23:29:53 GMT 1
Hi! I noticed when the railgun fires, the trail is not fireing from the gun. It is possible? kepfeltoltes.hu/090315/q3mme1.6_rail_www.kepfeltoltes.hu_.jpgAnother: I turned off fx_vibrate and all cg_bob* commands and the player's pov still have knock back when hitting by someone. Is there anyway to disable it? Sorry for my English.
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Post by Turbo B. on May 5, 2009 11:39:39 GMT 1
up
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Post by auri on May 5, 2009 16:15:18 GMT 1
I don't know about either problem. Are you sure you did not move after shooting? I don't think the slight rail trail bob will be visible in a movie later on.
seta cg_drawDamageBlob "0" is the only thing I can think of that has to do with hit bob.
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Post by gienek on May 6, 2009 13:40:19 GMT 1
That doesnt look like the exact frame you (or whoever is on that screen) fired a slug, because muzzleflash is missing.
If you have it turned off though, cg_muzzleflash 1 might help it a bit because it creates a "circle" around the weapon when you've fired.
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Post by Turbo B. on May 6, 2009 17:56:17 GMT 1
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Post by gienek on May 6, 2009 18:33:04 GMT 1
Yeah, it's off a little bit.
Have you checked if it's the same in cpma or osp?
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Post by Turbo B. on May 6, 2009 19:01:24 GMT 1
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Post by Turbo B. on May 9, 2009 15:16:34 GMT 1
I tried with default cfgs and fx scripts but nothing but with mme 1.52 the rail works correctly.
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Post by auri on May 9, 2009 15:33:43 GMT 1
Very weird, I would say either netcode is fecked up. Have you tried different demoes? Cannot help you with this man, sorry.
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Post by Turbo B. on May 9, 2009 15:44:18 GMT 1
yes I tried different demos, cpma osp and local demos to, but all the demos are with the same rail thing
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Post by Turbo B. on May 15, 2009 15:06:41 GMT 1
Is there anyway to change the rail trail source coordinates (x,y,z) with fx scripts? I tried but I don't good at fx script. If yes, please somebody give me an example!
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Post by auri on May 16, 2009 7:58:05 GMT 1
I don't think so, I don't know about that. You have to go to #moviemaking and ask foksie or canabis.
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Post by entik on May 18, 2009 12:47:22 GMT 1
As far as I know, that rail origin problem has been like that. It's the same for me as well. The rail projects from around the face area of a player model, instead of from the gun model. Only way I could think of changing it is in the fx scripts, but I haven't tried. Otherwise it's in the hard code and devs have to fix it. For the bob problem; that's just how it is. auri, in CPMA there is no view kick or kick back at all when you get hit or fall. I wanted to replicate that CPMA feel in MME for my movie but I found out you can't. I have all anti-bob commands enabled in my config but they don't do anything. Which means that MME doesn't support it. ( Wish it did :l )
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Post by auri on May 18, 2009 16:45:02 GMT 1
TurboB has the answer now already. Hopefully he posts it here. Canabis helped him with the fx scripts.
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Post by Turbo B. on May 18, 2009 17:27:33 GMT 1
yes, change the rail trail origin0 1 2 in weapons and go to rail/trail and add a new line like:
origin0 origin0 + 10
this add +10 to the x coordinat, BUT
When I change the rail trail to the best position it works only 1 direction, so when the player moves away in another place and an another direction the rail trail sucks again...
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Post by Turbo B. on May 18, 2009 18:19:33 GMT 1
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Post by auri on May 19, 2009 7:04:40 GMT 1
Hehehe yeah : D Oh my, that's going to be hard. But If I myself also have that bug inside.. canabis kinda said it's wrong in mme, then I never noticed. I think when the players are moving and you have motion blur, you won't even see it if you have the original settings.
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