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You'll see that my trail starts mostly solid and with minimal sparks. However, once I add bots, my trail becomes more fragmented and more sparky as more players spawn in, start moving, and start generating particles of their own. I then remove the bots, and my trail returns to normal as players despawn.
Therefore, the more players that exist on the server, the worse player trails will look.
Additionally, since we're sharing MAX_PARTICLES with particles from other effects, player trails have an impact on existing particles (and the opposite).
I think trails should use a new variable, such as MAX_TRAILPARTICLES, and that should have a much higher limit.
The text was updated successfully, but these errors were encountered:
https://github.com/TeamForbiddenLLC/warfork-qfusion/blob/1bc009543f221d3fc4f790308bece33d1a6c2ebd/source/cgame/cg_effects.cpp#L560C10-L560C10
The current value of
2048
forMAX_PARTICLES
is too low for player trails. Here's an example video:https://streamable.com/byt303
You'll see that my trail starts mostly solid and with minimal sparks. However, once I add bots, my trail becomes more fragmented and more sparky as more players spawn in, start moving, and start generating particles of their own. I then remove the bots, and my trail returns to normal as players despawn.
Therefore, the more players that exist on the server, the worse player trails will look.
Additionally, since we're sharing MAX_PARTICLES with particles from other effects, player trails have an impact on existing particles (and the opposite).
I think trails should use a new variable, such as MAX_TRAILPARTICLES, and that should have a much higher limit.
The text was updated successfully, but these errors were encountered: