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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
d649508b5d
cl_max_particles now lives in *part.c - in GL it dynamically changes the amount of particles on the fly! Needless to say this is fun, and this is proboably the third cvar that uses the callbacks function at all - which IMHO is really a cool trick Taniwha. However I'm losing my SANITY in r_part.c - if someone could take a look, I'd be greatly appreciative. It should be obvious to any developer that I'm having a few problems. :P Basically the dynamic code is completely and totally disabled, and I hacked in code which *works* but shouldn't EVER EVER EVER be left there after we fix this as it is downright EVIL the way I implimented it. SW client does work, and does still work with +set cl_max_particles - however the hacks I made to get it to do that... *shakes head* Tread softly in there, it's a mess. Other notes of interest: I changed show_time so it archives its setting. Got annoyed with it. If someone finds this change to be bad, change it back. :) glspeed.cfg got updated with a setting of 60 for cl_max_particles. 60 works nicely, and doesn't use too much speed on my aging hardware, so I'm sure newer systems will just plain FLY with this on. I also changed the cl_maxfps setting as 72 is great if you aren't using a modem !.! due to the way cl_maxfps works, the higher it goes, the more data is sent to you by the server. This causes a heck of a lot of lost packets if you don't have the bandwidth OR if your card can't keep up with the framerate. Either of which is bad. I set it to 30, the default of the cvar is 0/32 so go figure out what works best for you I say. Let me know if this blows up in your face and ESPECIALLY let me know if you can fix the r_part.c problems! Misty-chan |
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