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InsideQC Forums • View topic - GLQuake "HOM" near water surfaces

GLQuake "HOM" near water surfaces

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GLQuake "HOM" near water surfaces

Postby Baker » Wed Jun 30, 2010 3:51 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Wed Jun 30, 2010 4:18 pm

.
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Postby Baker » Wed Jun 30, 2010 4:43 pm

I hadn't taken a look at the methods other engines use yet.

It looks like Enhanced GLQuake and FitzQuake use the above method while FTEQW,Fuh/EZ/Joe/Qrack use the "r_viewleaf2 / r_oldviewleaf2" method [and with DP's code being rather unintelligible to mere mortals like myself].

Yeah, I don't want a performance hit if there is a better way, obviously.

I don't see this type of fix in TomazQuake or QIP Quake or GLQuake113 ... kind of weird considering I would have thought this fix or information would have been readily spread in the heavy Q1 engine modding days. :?:
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Baker » Wed Jun 30, 2010 5:15 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby revelator » Wed Jun 30, 2010 10:10 pm

i think it originally came from aguires engine not sure though but that's where i got it from.

tbh im not sure i noticed any difference with this piece of code, normally i used the hom check from joequake.
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