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Footprints aren't drawn with the correct rotation #831
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Is this a bug specific to OpenJK? |
I'm pretty sure it's OpenJK specific. I don't have retail JKA on my mac so I can't test it there. |
Can you check the cgame code for what method renders them? |
Footsteps are created here: And then drawn from here: |
Seems more like an issue with the cgame since its giving the rotation to the engine. Tested in SP and its not correct there either so I think its a bug in cgame in both and probably in original too. |
a bit off topic but how does the sand look so detailed? |
The map is pande_jkg_spaceport with good textures I assume. That probably is also rend2, I'm not sure. |
Yeah I got that map but I don't remember it looking that good, I'll check it again lol |
Maybe your settings are lower quality who knows. |
Hmm the footsteps seem to go in random directions at first. I put cg_shadows 2 and cg_footsteps 4 so I could see how the shadow and footsteps reacted to the origins. It seems |
This seems to be a problem with cgame. Using the retail cgame dll doesn't reproduce the bug. |
The improved version of RotatePointAroundVector caused the vector to be rotated the opposite direction compared to the original version. This meant that footsteps would be correct at 0 and 180 degrees, but would be rotated the wrong way for any other angle.
This can be fixed in SP by changing the yawAngle in line 3832 in |
Operating system and version:
OS X 10.11
Is this for single player or multiplayer?
Multiplayer
Description of the bug (and if possible, steps to reproduce the bug):
Footprints created from walking on sand aren't drawn at the correct rotation. They appear to be at 90-degrees to what it's supposed to be:
What did you expect to happen instead?
Footprints should be draw in the same direction as the one the player is walking in.
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