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Issue with the rally mod/size set by setmodel for non-brush models problem #326

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El-Juancho opened this issue Jul 9, 2021 · 6 comments
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@El-Juancho
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As you can see, the car is floating in the air, this "bug" happened to me in quakespasm-spiked too, i fixed it by launching the game with this command "sv_gameplayfix_setmodelrealbox 0", quakespasm-spiked uses a wrong size setmodel compared to the original quake, this problems is in quakespasm too. Did you guys port this problem to vkquake?

Quakespasm-spiked note about this problem

Model BBoxes

The size set by setmodel for non-brush models is well-defined in vanilla, in that it ALWAYS sets the size to +/- 16. However, in Quakespasm the size depends on the mdl itself, and can change with replacement models etc. This can result in entities being off-ground or falling through the floor.
Set sv_gameplayfix_setmodelrealbox to 0 for the vanilla behaviour. If this breaks your mod then you'll need to fix it with extra calls to setsize. If this breaks your map, then remember that that's what other-engine users will see.

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@El-Juancho El-Juancho changed the title Issue with the rally mod Issue with the rally mod/size set by setmodel for non-brush models problem Jul 9, 2021
@Novum
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Novum commented Jul 10, 2021

Can you please be more specific. What does work in what engine and what does not? I have no idea from this bug report.

@El-Juancho
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El-Juancho commented Jul 10, 2021

This is how the car is supposed to be, on the ground, in the original quake executable it should also look like this, this is a screenshot of quakespasm-spiked with the launch parameter "sv_gameplayfix_setmodelrealbox 0", vanilla behaviour.

image

I have downloaded a very old version of vkquake and the error persists, vkquake has had this error all this time?
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@El-Juancho
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El-Juancho commented Jul 10, 2021

well, I talked to the dev of quakespasm-spiked and he told me that it's most likely the same error I told you, I would like to have a cvar to play with the correct size of the setmodels, like the original game :)

@Novum
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Novum commented Jul 10, 2021

Does it or does it not work in regular QuakeSpasm?

@El-Juancho
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El-Juancho commented Jul 10, 2021

Does it or does it not work in regular QuakeSpasm?

In quakespasm it does not work like the original Quake, but as i said, you can make it to work in quakespasm-spiked if you launch the mod with sv_gameplayfix_setmodelrealbox 0

@ericwa
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ericwa commented Jul 10, 2021

Here is a discussion with some more context on this issue:
https://www.celephais.net/board/view_thread.php?id=60306&start=691&end=715

In short, my understanding is, this breakage was introduced into FitzQuake by accident while attempting to fix something else (a mdl culling issue):

GLQuake has a bug where large models are culled incorrectly, for example a dead shambler can disappear if you turn to a certain angle even though his arm should still be on screen. So my goal was to fix that.

For my 2c, I'd support all QS/fitz family engines fixing it (back to winquake compatible behaviour), but I haven't looked at extracting a patch for QS from the QSS fix just due to lack of time.

@Novum Novum added the bug label Jul 10, 2021
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