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Issue with the rally mod/size set by setmodel for non-brush models problem #326
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Can you please be more specific. What does work in what engine and what does not? I have no idea from this bug report. |
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 :) |
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 |
Here is a discussion with some more context on this issue: In short, my understanding is, this breakage was introduced into FitzQuake by accident while attempting to fix something else (a mdl culling issue):
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. |
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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