View Single Post
  #30  
Old 04-02-2009, 06:03 PM
Gniarf Gniarf is offline
Approved Member
 
Join Date: Mar 2009
Posts: 177
Thumbs up

Thanks for the release (lol, unfortunately I only have one head).

As for the flying emitters:
good news:I think I understood the problem
bad news: dunno how to solve it (whine@devs?)

short explanation:Weapons are in another plane of existence.

longer explanation:Weapons are in another plane of existence - see attached picture. Where is it said that weapons are elsewhere? In CWeapon.lua, line 247:"self._Entity = ENTITY.Create(ETypes.Model,self.Model,"",self.Scal e*0.1, true, gunSort)". That ",gunsort" tells that weapons are to be drawn...dunno...over everything else? In a special gun reserved space?
The thing is, flames are in "normal" space, so to keep emitters at the right place we should move them to the weapon space/astal dimention...but we can't: devs had to use a special hack hardcoded in the engine.dll (it's written in CWeapon.lua), but they didn't implement this hack for particles (afaik).

personally I'd like to put weapons back in the "standard plane", but I dunno what to do when the player comes close to a wall.

here is a screen of weapons when you remove the gunsort parameter:
(notice how they go through the ground)
Attached Images
File Type: jpg gunz.JPG (84.3 KB, 8 views)
Reply With Quote