reQuiem is a custom OpenGL Quake engine for Windows and Linux. It's designed for maximum compatibility with all things Quake - past, present and future. It's fast, reliable, and easy to configure. In short: it fixes what was broken, improves what needed improving, and leaves the rest alone. It was developed by jdhack.
I see that in V_CalcRefdef in WinQuake/QuakeWorld, the gun origin's Z value is incremented by various amounts for different viewsizes. But in reQuiem this code (in V_AddViewWeapon) is commented out.
Survey of some other code:
Engoo does the incrementing.
FMV does it only if r_viewmodelhackpos is set.
Super8 has it commented out, but also does a significant increment if cl_nobob is set.
QuakeSpasm has removed it.
Spirit, do you know what might be going on with these changes/decisions? I would guess it's because some of these engines expect users to have a transparent statusbar, so they don't want to do statusbar-avoiding hacks that look weird when the statusbar is transparent. But I don't know for sure what is behind these differences.
Not sure yet if this is "bug" or "enhancement".
As noted by @Xylemon in a comment on https://github.com/SpiritQuaddicted/reQuiem/pull/48 , reQuiem's weapon viewmodel is riding kinda low, especially noticeable when cl_sbar is 1.
I see that in V_CalcRefdef in WinQuake/QuakeWorld, the gun origin's Z value is incremented by various amounts for different viewsizes. But in reQuiem this code (in V_AddViewWeapon) is commented out.
Survey of some other code:
Spirit, do you know what might be going on with these changes/decisions? I would guess it's because some of these engines expect users to have a transparent statusbar, so they don't want to do statusbar-avoiding hacks that look weird when the statusbar is transparent. But I don't know for sure what is behind these differences.