ensiform Posted February 22, 2006 Share Posted February 22, 2006 Razor and i have found out that trueview.cfg is like never loaded at least when you are local. because the piece that is calling it is never really right. clientNum is always 1 less than cg.snap->ps.clientNum. i pointed this out to him though already so he's looking into it for a better place to stick the code to run only when its you who changes models. Link to comment Share on other sites More sharing options...
razorace Posted February 23, 2006 Share Posted February 23, 2006 I'll fix it when I have time tonight. Link to comment Share on other sites More sharing options...
ensiform Posted February 24, 2006 Author Share Posted February 24, 2006 fixed, update your cvs its in cg_players.c gj razor Link to comment Share on other sites More sharing options...
razorace Posted February 24, 2006 Share Posted February 24, 2006 Thank you. Link to comment Share on other sites More sharing options...
ensiform Posted May 16, 2006 Author Share Posted May 16, 2006 when using grip you dont see it around your hand in trueview first person fix: cg_players.c: replace these two lines: if ((cent->currentState.forcePowersActive & (1 << FP_GRIP)) && (cg.renderingThirdPerson || cent->currentState.number != cg.snap->ps.clientNum)) with: //[TrueView] if ((cent->currentState.forcePowersActive & (1 << FP_GRIP)) && (cg.renderingThirdPerson || cent->currentState.number != cg.snap->ps.clientNum || cg_trueguns.integer || cg.predictedPlayerState.weapon == WP_SABER || cg.predictedPlayerState.weapon == WP_MELEE)) //if ((cent->currentState.forcePowersActive & (1 << FP_GRIP)) && // (cg.renderingThirdPerson || cent->currentState.number != cg.snap->ps.clientNum)) //[/TrueView] Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2006 Share Posted June 12, 2006 I checked the code and it looks like this fix is already in there. Link to comment Share on other sites More sharing options...
Emiel Regis Posted July 20, 2006 Share Posted July 20, 2006 There is a problem using TrueView with scaled models - the crosshair is way off if you're using TV. This happened to me with MB's scaled models (wooks and sbds) and I couldn't find a real fix for it... Anyway code creating problems is in cg_players.c where eyeBolts for TV are set(~12000 line). Link to comment Share on other sites More sharing options...
razorace Posted July 20, 2006 Share Posted July 20, 2006 hmmm, that's odd. I've never tried it with modelscale but I'd expect it to work correctly if the ->modelscale vector is passed into the code properly. It might be a problem with the crosshair code. Link to comment Share on other sites More sharing options...
Emiel Regis Posted July 24, 2006 Share Posted July 24, 2006 Yea, actually I figured out it is. Anyway if anyone's willing to fix it, do it Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2006 Share Posted July 28, 2006 hmmm, what do you think is causing the crosshair problem then? Link to comment Share on other sites More sharing options...
Emiel Regis Posted July 30, 2006 Share Posted July 30, 2006 I'm fairly positive that this line 'eyesBolt = trap_G2API_AddBolt(cent->ghoul2, 0, "*head_eyes");' or something within it's function causes it...(can't give you exact line since I'm using different code than you are but it starts with '//Restrict True View Model changes to the player and do the True View camera view work.' in cg_players.c) I tried commenting out this code and it fixed the issue (although there were two models rendered and general bugginess). Link to comment Share on other sites More sharing options...
ensiform Posted July 30, 2006 Author Share Posted July 30, 2006 yeah but trap_G2API_GetBoltMatrix uses cent->modelScale which is correct so i dunno. what if you multiply the cg_trueeyeposition value by the modelscale? Link to comment Share on other sites More sharing options...
razorace Posted July 30, 2006 Share Posted July 30, 2006 I'm fairly positive that this line 'eyesBolt = trap_G2API_AddBolt(cent->ghoul2, 0, "*head_eyes");' or something within it's function causes it...(can't give you exact line since I'm using different code than you are but it starts with '//Restrict True View Model changes to the player and do the True View camera view work.' in cg_players.c) I tried commenting out this code and it fixed the issue (although there were two models rendered and general bugginess). That line is for checking to see if the model has a bolt for the player's eyes. If that surface tag exists on the playermodel, a bolt handle is assigned for that surface tag (or the preexisting one will be returned). If not, -1 will be returned. This line along shouldn't cause problems with the crosshair unless the crosshair code is using bolts for some reason. I'd check to see if the crosshair code uses bolts and if so, which ones. Link to comment Share on other sites More sharing options...
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