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[Fixed] Feet in ground

Fri, 17 Oct 2003 10:09:08

XDelusion

Why is it that all players have there feet partially in the ground in Vavoom, also you can't seem to talk to anyone in Strife.
Fri, 17 Oct 2003 16:59:01

Janis Legzdinsh

Why is it that all players have there feet partially in the ground in Vavoom
<br><br>It's because they are correctly clipped with z-buffer. There's no simple fix for this.<br><br>
also you can't seem to talk to anyone in Strife.
<br><br> ??? You can! OK, in 1.15 they will say things without checking stuff. But the good news is that I already implemented fully working conversation system for Strife.
Sat, 18 Oct 2003 09:29:14

XDelusion

?<br><br>So I assume that if I went through and adjust every single sprite one by one with wintex, that I could create a whole now GFX pack that worked propper for vavoom then?<br><br>========<br><br>Strife.. Do I need to downgrade to another version of Vavoom then?
Sat, 18 Oct 2003 20:19:25

moose

Strife has never fully worked in vavoom, which is still a huge thing to have done considering the Strife code was never released.<br><br>As for getting talking to work, AFAIR v1.15 has NPCs talking but they only say their first message. And I think from what Janis said that he now has a fully working conversation system in for the next release.
Mon, 20 Oct 2003 16:52:45

Janis Legzdinsh

So I assume that if I went through and adjust every single sprite one by one with wintex, that I could create a whole now GFX pack that worked propper for vavoom then?
<br><br>If you wish. As another option try models.<br><br>
As for getting talking to work, AFAIR v1.15 has NPCs talking but they only say their first message. And I think from what Janis said that he now has a fully working conversation system in for the next release.
<br><br>Actually by selecting an answer you can go through more messages. And yes, I already have fully working conversation system.<br>
Thu, 13 Nov 2003 10:37:08

Gokuma

Maybe to solve the clipping problem, have buffer of 16 pixels before the graphics start to get clipped vertically or at the bottom.
Thu, 13 Nov 2003 17:26:19

Janis Legzdinsh

Adding extra border will not help since it will be clipped away too.
Fri, 14 Nov 2003 02:00:25

Gokuma

What about something like this when reading y offset of a graphic to display it at...<br>if (yOffset < ySize && 2*yOffset-4 >= ySize) <br>yOffset = ySize<br><br>So it pretty much would just use ySize for the yOffset, unless yOffset is around half ySize in which it would be a projectile so you'd want to read the normal yOffset.  The -4 might need some adjustment to find a happy medium.
Fri, 14 Nov 2003 16:27:34

Janis Legzdinsh

Interesting idea, maybe I will implement it.
Fri, 21 Nov 2003 02:44:07

Gokuma

Examining the yOffsets and ySizes of Strife sprites, it seems to changing that -4 to -3 will fix most things lying on the ground while leaving the most projectiles alone.<br>Changing it to -5 will leave Doom's plasma ball sprites alone but mess up a lot of keys in Strife, but those plasma balls already appear pretty high up.<br>It seems that && yOffset >= 0 needs to be added to keep it from messing up weapon offsets.
Thu, 04 Dec 2003 08:52:28

Gokuma

Another option if possible hopefully without too much overhead:<br><br>Look at the bits of the thing using frames and if it has projectile bit set leave it alone, otherwise use ySize for yOffset and of course leave weapons alone.
Thu, 04 Dec 2003 16:29:07

Janis Legzdinsh

That won't work, because only server has this data. Client knows only which sprite/model, where and how to draw.
Thu, 01 Apr 2004 14:52:46

hawkwind

Quote from vavoom.txt * A fix for "feet in ground" problem (console vars r_fix_sprite_offsets and<br> r_sprite_fix_delta).   <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->

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