EF_BLUE/EF_RED = EF_DIMLIGHT
Moderator: InsideQC Admins
3 posts
• Page 1 of 1
EF_BLUE/EF_RED = EF_DIMLIGHT
Well I didn't found any meaningful subject for this topic, but my question is, how can I do, on SSQC, detect if a player's engine support EF_BLUE/EF_RED or not? Because I have a CTF mod that the flags use EF_BLUE/RED. When I connect to the server with DP, JoeQuake, QRack, Tenebrae etc, the effects work. OK. But when I connect with any Software engine, or FitzQuake, or the regular GLQuakes, GLProQuake, etc the effects isn't there, making the flags almost unable to see in the dark.
QW does that, but you don't need to do anything on QC.
How can I "detect" which engine someone's using with SSQC, in NQ, to put the flags EF_DIMLIGHT instead of EF_BLUE/RED on an engine that doesn't support these effects?
Any help will be appreciated.
QW does that, but you don't need to do anything on QC.
How can I "detect" which engine someone's using with SSQC, in NQ, to put the flags EF_DIMLIGHT instead of EF_BLUE/RED on an engine that doesn't support these effects?
Any help will be appreciated.
-

Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
checkextension("DP_EF_BLUE")?
Alternatively, how well does self.effects = EF_DIMLIGHT|EF_BLUE; work?
The other thing is that just because an engine supports ef_bluelight doesn't mean that all clients do. So yeah, try to use both flags at the same time (you should find that one generally takes precidence over another).
Alternatively, how well does self.effects = EF_DIMLIGHT|EF_BLUE; work?
The other thing is that just because an engine supports ef_bluelight doesn't mean that all clients do. So yeah, try to use both flags at the same time (you should find that one generally takes precidence over another).
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Exactly, including EF_BLUE or EF_RED in the team flag portion ie:
where as the flag will also gain the normal glow when the flag is spawned
example
This will basically overlap the colored light over the dimlight if the engine supports it, or otherwise it will just display the normal EF_DIMLIGHT.
On a side note, in Qrack the radius of the colored light is maybe 10% larger than the dimlight this allows the inner area to be brightened like normal and the outer edge/surfaces to be the "highlight" color, this way EF_BLUE | EF_DIMLIGHT work together...
- Code: Select all
void () item_flag_team1 =
{
self.team = 5;
self.items = IT_KEY2;
self.owner = world;
self.effects = self.effects | EF_RED;
where as the flag will also gain the normal glow when the flag is spawned
example
- Code: Select all
void () place_flag =
{
self.mdl = self.model;
self.flags = FL_ITEM;
self.solid = SOLID_TRIGGER;
self.movetype = MOVETYPE_TOSS;
self.velocity = VEC_ORIGIN;
self.effects = self.effects | EF_DIMLIGHT;
This will basically overlap the colored light over the dimlight if the engine supports it, or otherwise it will just display the normal EF_DIMLIGHT.
On a side note, in Qrack the radius of the colored light is maybe 10% larger than the dimlight this allows the inner area to be brightened like normal and the outer edge/surfaces to be the "highlight" color, this way EF_BLUE | EF_DIMLIGHT work together...
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
3 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest