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Fullbright Skins
http://runequake.com/forums/viewtopic.php?f=9&t=263
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Author:  toyo_mr2 [ Mon Oct 27, 2003 9:03 pm ]
Post subject:  Fullbright Skins

I noticed JoeQuake has the option to turn on fullbright skins. Although popular and accepted in QuakeWorld, it's use is controversial in NetQuake. Since a client that offers fullbright skins has been readily available, it's too late to go back now.

toyo

Author:  Pita [ Mon Oct 27, 2003 9:24 pm ]
Post subject: 

Can't you do something similar in Xquake?

Author:  toyo_mr2 [ Mon Oct 27, 2003 10:17 pm ]
Post subject: 

XQuake has something called "player brightness", but it doesn't use fullbright skins.

I like XQuake and would prefer to stick with it, but fullbright skins offer such a significant advantage on darker maps that I'll be almost forced to use it to compete with those who do.

toyo

Author:  Baker [ Mon Oct 27, 2003 10:41 pm ]
Post subject: 

Toyo, JoeQuake does not yet have the precise ProQuake-like aim feature (I think SonsQuake has it too), although it is coming shortly.

Perhaps Joe could disable r_fullbrightskins for multiplayer games? I'm sure for demo to AVI movie recording purposes, that feature could be turned on during the demo playback stage.

True, someone could use an older version of JoeQuake and turn that on, but without the precision aim that would be a very mixed advantage.

Author:  Jozsef [ Fri Oct 31, 2003 3:09 pm ]
Post subject: 

Huh, so you mean fullbright skins are against the rules... but why?

Btw, talking about rules: what about truelightning? Do you want that to be enabled? And r_fullbright? As I know that is against the rules, but I've enabled it in deathmatch game to have the ability of watching coop demos with fullbright. But I'm gonna denie that then.

Author:  Baker [ Fri Oct 31, 2003 7:29 pm ]
Post subject: 

Basically it is the expectation that players in the shadows should be hard to see. I'll send you a private message so we can talk about it.

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