Q3 and the lines that exist in the sky on attbi

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Q3 and the lines that exist in the sky on attbi

Post by v1l3 »

I never saw lines in the sky before I bought a comp w/ attbi. I have been playing point release 1.32 since it came out and the others before it, and all of a sudden I wanted to play a mod I used to play to death back in my 1.16n pr days. So... I loaded up p.r. 1.16n, and while I was playing I was amazed that the lines weren't there anymore. Uuuum.

Dear ID,

I dunno if you guys even read this stuff or not.... but, I figured I'd ask if you guys could find what it is in the 1.16n p.r. that gets rid of the lines and mix it together with the 1.32 stuff, and come out with a new point release.

Thank you =)
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Newer PRs call OpenGL the wrong way when it comes to the skybox. ioquake3 has it fixed.
SoM
Posts: 8489
Joined: Fri Dec 03, 1999 8:00 am

Post by SoM »

its not a fix, but having the box disabled not only gives you like 5+ extra fps which dont matter this day n age but for me personally when its off its easier to see the enemy...
[color=red][WYD][/color]S[color=red]o[/color]M
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Post by +JuggerNaut+ »

SoM wrote:its not a fix, but having the box disabled not only gives you like 5+ extra fps which dont matter this day n age but for me personally when its off its easier to see the enemy...
i'd so kick your ass... :ninja:
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