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#1 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() Hi,
since I installed the 1.1 patch the character models disappear at a certain distance, and if its a flag carrier I only see the glow from the flag. To give u an idea of the distance, if I am standing at the flag point on ctf_vor2, then a flag carrier at the outer ramps at the other base cannot be seen. Is there a fix for this? Another new bug is that sometimes I cannot stop firing. And an old bug is that when you die any grenades you have fired dissapear in mid air. |
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#2 |
Fanboy
Join Date: Mar 2002
Location: Canada
Posts: 555
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![]() The disappearing people is the LOD system in effect.. EF2 will literally strip down a model to 0 polys at a certain distance.
I *think* you can control this via the r_lodscale command, by default it's set to 1, make it higher for the lods to take longer to reduce the player to nothing (this affects map models too). Note that this may cause some slowdowns because you're kinda negating the whole lod system. Don't set the value too high.. Since vor2 is a pretty wide open space, it's kinda unavoidable because of the distance you can see.. on more closed-up maps you won't notice this effect as much. I don't know about the non stop firing one.. it could just be lag? Do they disappear in 'mid air' or 'thin air'? It's probably supposed to be that way so that you dont have a bunch of grenades lying around that you fired ten spawns ago... 7 |
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#3 | |
Experienced
Join Date: Oct 2003
Posts: 102
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![]() Quote:
I also had a prob with my gun firing all the time, but it turned out it was my wireless mouse reacting with EF2 some how (I have the Logitech Elite Duo). I never seemed to have mouse troubles except in EF2. I realize that this makes no sense but..... I just uninstalled the keyboard and mouse and reinstalled and now only get the prob when my mouse batteries are low. Maybe not though.... |
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#4 |
Fanboy
Join Date: Mar 2002
Location: Canada
Posts: 555
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![]() I'm not really sure.. 1000 may be too much, though.
Try playing with it and see what suits you best... if you make it too high, the lods will probably never kick in. Just don't forget that pretty much everyone has the same setting as you, chances are if you can't see them they can't see you [img]/forums/images/graemlins/wink.gif[/img] so it's not like you're at a big disadvantage [img]/forums/images/graemlins/smile.gif[/img] 7 |
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#5 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() I am not using any special settings, and I reinstalled a couple of days ago. Like I said, this only happens since I installed the patch. Here is a pic:
u can see the phaser, but no Omag. And I think r_lodscale is only between 0 and 1, 1 being the max. Higher than that makes no difference. It looks like some kind of cubic clipping setting, just needs to be increased. Does anyone else have this problem? |
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#6 |
Fanboy
Join Date: Mar 2002
Location: Canada
Posts: 555
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![]() r_lodscale does seem to take high numbers.. I was testing out a map model the other day and its lod started reducing it too quickly so I raised the number to around 10 and the model came back...
I dunno... it works for me. 7 |
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#7 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() If it was a lod problem, wouldnt it loose detail before dissapearing? It doesnt, it becomes transparent and then dissapears. And, the bots can still see me, even though I cant see them.
hmm, pic not working, here is another: |
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#8 |
Fanboy
Join Date: Mar 2002
Location: Canada
Posts: 555
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![]() ohh.. yea, I think I know what you're talking about now.
There's another thing in EF2 that fades a model gradually (compared to having it disappear in a flash). Dunno how to change that though... (btw bots dont need to 'see' you before they know you're there [img]/forums/images/graemlins/smile.gif[/img]) 7 |
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#9 | ||
Casual
Join Date: Nov 2003
Posts: 38
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![]() Quote:
Quote:
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#10 |
Fanboy
Join Date: Mar 2002
Location: Canada
Posts: 555
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![]() Don't know if anyone would know..
The one thing I do know about it is that there is a line in the .tik file "fade_dist_mod" that controls it. But I don't know of any cvar that globally changes the value for all tikis. 7 |
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#11 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() where/what are the .tik files?
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#12 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() I can find no .tik files. Can someone confirm that there are .tik files.
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#13 | |
Casual
Join Date: Sep 2003
Posts: 48
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![]() Quote:
[edit] The models that are used in mp mode start with dm_ example: dm_munro.tik or dm_telsia.tik [/edit] |
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#14 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() ok I edited munro_sf.tik and increased fade_dist_mod to 1000, and made sure to replace the original file, but it had no effect. Was that the right file?
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#15 | |
Casual
Join Date: Sep 2003
Posts: 48
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![]() Quote:
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#16 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() OK dm_Munro.tik includes player_base-male.tik which has fade_dist_mod. I changed it to 10000, and it improves things in that from some angles the player does not dissapear from any distance, but from other angles its just the same as before. I did notice though that when they disappear its at the same distance as other models dissapear, like shields and ammo and teleporters.
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#17 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() Any ideas?
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#18 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() help, its driving me crazy - ppl can see me but I cant see them!
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#19 | |
Fanatic
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![]() Quote:
Cos you seem to shoot me alot even tho u cant see me! |
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#20 |
Casual
Join Date: Nov 2003
Posts: 38
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![]() hehe, if I can see u I will do my best to frag u, doesnt matter who u r. Hmm, I am probably not being very convincing to help me see more, but plz.. you guys have me at a disadvantage, kinda [img]/forums/images/graemlins/wink.gif[/img]
and merry xmas everyone!! |
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