brugal / wolfcamql

quakelive/quake3 demo player
GNU General Public License v2.0
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Head and Model inconsistent with gameplay #4

Closed Danfun64 closed 8 years ago

Danfun64 commented 8 years ago

This is probably very silly, but hear me out.

In Quake Live, I have my model set to Doom/Blue. Obviously in team based matches where I am red the model automatically becomes Doom/Red. How do I set wolfcamql so that it consistently goes with whatever model I was using in the match? If that's not possible, than how do I get the headmodel so that it is not sarge? the model command works but the headmodel command is ignored.

brugal commented 8 years ago

That should be the default behavior unless you are using cg_forcePovModel 1. That only changes the model and not the headmodel since it's mostly about watching first person view with your own sounds.

Danfun64 commented 8 years ago

Is there a way to have both cg_forcepovmodel 1 and have the color match the team the player is in? I like having the demo model match whatever the player model of the demo's pov, especially when a player dies, or the third person view or freecam are used.

brugal commented 8 years ago

Try this https://github.com/brugal/wolfcamql/commit/d030a27c0f94491da27fb937dc968958d7fcf02a You'll need to set 'model' to just 'doom' instead of 'doom/blue' so that the skin is picked automatically.

Danfun64 commented 8 years ago

Unfortunately, I would have like to use a colored skin when playing ffa demos. It seems so simple in vanilla ioquake3 or quake live, where you set your model and skin and it automatically switches the skin in teamplay modes.

brugal commented 8 years ago

Should be fixed with this: https://github.com/brugal/wolfcamql/commit/3474100ce84219c558d91906608f88d4bf35b907

Danfun64 commented 8 years ago

Should have commented a few days ago.

Yes, it is fixed. However, since you say that the solution was "hacky", not sure whether this issue should be closed until a proper fix is implemented...

brugal commented 8 years ago

I think it's probably correct the way it is now so I'll go ahead and close the issue. The only thing missing is support for 'headmodel' but that's something else since support for that needs to be added for team and enemy models as well.