Closed SzicoVII closed 11 years ago
The explosion is an RT_SPRITE refent, cant really scale it as a 2D object because it is actually a 3D object. But you can use fx_flashRadius 0 to disable it, or adjust to like 15 to see if that works for your resolution. Default is 11 in MP, 12 in SP.
This cvar affects all "flash" effect primitives including mods that use efx for flashbang grenades (lol wtf shit mods)
It doesn't happen in baseja so I can only assume its something been changed in openJK!
It does happen in baseja, we've all known about this since we started using widescreen resolutions.
What weird bloom effects are you causing to do that.
No it doesn't - Ive just retested:
It most certainly does. Always has. This is why we released efx patch years ago to remove the flash from rocket launchers (CTF) players.
https://dl.dropboxusercontent.com/u/13001904/shot0002%20%283%29.jpg
I have just put a picture up clearly showing that that problem is not happening in base ja....
And the picture i have juts shown, is from baseja directly from baseja client. You've got some weird shit causing it to be different mate. Ask any ctf player, it was always the case until the flash effect was removed. So where's your effects... Because this is not related to OpenJK specific.
Try disabling cg_fovAspectAdjust from razor's cgame change see if its any better. erm, nvm its disabled by default.
I dont know how much more evidence I need to give to indeed demonstrate that this box effect is NOT occurring in basejamp or SP, but does in openjk.exe Here, I'll create a video.
This was recorded with a completely clean install, minus the moonbase labs pk3. http://youtu.be/GAXMB7MK0WI
Well FOV and the resolution affect it. The fov cap was raised from 97 to 130.
I can confirm that at cg_fov of 85 or less, the effect does not occur in openJK. However I can play at fov_97 in base ja with no box effect - OpenJK wont let me play higher than cg_fov 97 though either.
You aren't even using the correct dlls if openjk doesnt let you go higher than 97 (dlls in pk3 will be extracted and overwrite if you dont put openjk ones in a pk3 that is loaded later than assets3). I just tested a pure base on a random base server, still happens at 97 fov in baseja:
https://dl.dropboxusercontent.com/u/13001904/shot0005%20%282%29.jpg
Have you tried using windowed mode with 1440x900? I can't go higher.
Fine, I've just downloaded the latest binaries from today - and I can now use cg_fov of 130. But the effect still starts at cg_fov 85 and DOES NOT happen in base JAMP.exe even at cg_fov 97. There's a video right there proving it.
Incidentally, in the JASP.exe renderer I can get to cg_fov 110 before it starts to box.
I dunno what to say man - You keep saying its the same in base ja but there's a video and screenshots right there that say otherwise.
And the two screenshots i posted prove you wrong too. So...
No they don't, they say that you have the box problem in baseja. I don't. But I DO in Open JK.
Well, I'm not taking sides here, just wanting to make absolutely sure that we're getting the results we think we're getting. @SzicoVII, the builds have an OpenJK folder in them with the openjk dlls (we figured it would be better here, than completely overwriting the base dlls). Are you setting fs_game to OpenJK when you load up openjk.x86.exe? Or have you copied these dlls to the base folder?
If you've copied the dlls to the base folder, do you also load jamp.exe using the same base folder?
I leave the dlls in the Gamedata/OpenJK folder and run it from a .bat:
openjk.x86.exe +set sv_pure 0 +set fs_game OpenJK
Okay. What happens if you turn dynamic glow off? Both in Vanilla JKA, and OpenJK?
EDIT: Also, I just noticed you're testing the explosion effect in JASP. Can you try JAMP, and OpenJK_SP?
Makes no difference. JAMP.EXE AND JASP.EXE with r_dynamicglow set to 1 and 0 show no ill effects at cg_fov 97 With OpenJK I get the box effect at cg_fov97 with both dglow on and off.
Resolution 1920 x1080
Is that SP and MP versions of OpenJK?
Just MP.
So it works fine in OpenJK SP?
Yeah, its the same as JASP.EXE works fine till cg_fov 110.
Okay cool. Well, I'll take a look at investigating soon. Seems like it's more than just fov and aspect ratio alone that's causing the problem...
Thanks xycaleth. I appreciate its not a MASSIVE issue but there is SOMETHING causing it to be different.
I've reproduced this in baseSP and baseMP at fov ~86 even on 4:3 resolutions (640x480, 1024x768)
Happens in base as well as OpenJK.
Happens to me in base mp at 85 fov, 1920x1080. Also ensiform, curb the attitude. I know exactly what conversation you gleaned that little comment about flashbangs from. Its rarely the choice of an entire mod team that it is that way, and rather one single person and none of the other members of the team know any different. This doesn't make an entire mod 'shit'.
Let's stay on track here.
Sent from my Windows Phone
From: Pandemailto:notifications@github.com Sent: 5/9/2013 11:16 PM To: Razish/OpenJKmailto:OpenJK@noreply.github.com Cc: eezstreetmailto:eezstreet@live.com Subject: Re: [OpenJK] Rocket Launcher in Widescreen Mode (#223)
Happens to me in base mp at 85 fov, 1920x1080. Also ensiform, curb the attitude. I know exactly what conversation you gleaned that little comment about flashbangs from. Its rarely the choice of an entire mod team that it is that way, and rather one single person and none of the other members of the team know any different. This doesn't make an entire mod 'shit'.
Reply to this email directly or view it on GitHub: https://github.com/Razish/OpenJK/issues/223#issuecomment-17702338
The explosion effect "flash" on the players 2d view after a rocket explodes only seems to affect a square portion of the screen (I was playing in widescreen mode) leaving two vertical strips either side unchanged.