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Old 09-14-2007, 08:52 AM   #1
BrodyB
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Invisible Water

Here's a peculiar bug I've come across.

Water is invisible. In ff_well, I jumped down into the water in my flag room, only to look down and realize I was about to fall on hard colored cement. OH SHI- splashed into water. HUH? When inside the water, you can look up and see the rippled surface just fine. But above water, you don't see the ripples or any signs of the surface! Freaky!



I've found this holds true for all maps in Fortress Forever. No, this doesn't happen in Half-Life 2, Episode One, or any other Source game/mod.

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- 2 x 3GHz Intel Xeneon Dual-Core
- 4GB RAM
- 512MB NVIDIA Quadro FX 4500 (Dual-Monitor DVI)
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Old 09-14-2007, 10:49 AM   #2
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Cheat! I have to guess the guys position underwater cause of the gay reflections! Gief!
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Old 09-14-2007, 12:12 PM   #3
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Looks like you are running it somehow on a lower DX level.
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Old 09-15-2007, 12:02 AM   #4
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Or he's missing the texture?

Lower DX levels never did that in beta.
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Old 09-15-2007, 02:09 AM   #5
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If you used a custom texture for the topside and kept the default texture on the underside for every map in FF (which I have no idea how you would do in Hammer), then maybe. But I do see the water surface just fine from underwater, but above, it's missing.
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Old 09-16-2007, 05:35 AM   #6
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I have the exact same problem! however, when I run the game in "-dxlevel 81" command line the water doesn't have this problem. But when I change it back and use "-dxlevel 90" the water just disappears?

I also use this autoexec I got from CSS and it improves my fps in other mods too. This could be the problem?

Quote:

//Netcode settings
cl_cmdrate "101"
cl_interp "0.01"
cl_interpolate "1"
cl_lagcomp_errorcheck "0" // Only needed if you're having any registration/loss/choke problems.
cl_lagcompensation "1"
cl_smooth "1"
cl_updaterate "101"
rate "25000"

//MP setting
mp_decals "200"

//Client settings
cl_drawmonitors "0"
cl_forcepreload "1"
cl_phys_props_enable "1"
cl_phys_props_max "50"
cl_show_splashes "0"

//Game Render settings
r_3dsky "1"
r_decal_cullsize "0"
r_decals "2048"
r_drawbatchdecals "1"
r_drawflecks "1"
r_drawmodeldecals "1"
r_maxdlights "32"
r_worldlights "2"
r_worldlightmin "0.0002"
cl_downloadfilter "nosounds"
voice_enable 1
net_graph 0
mat_vsync 0 // _disables vertical synchronization_
mat_bumpmap 1 // _disables bumpmapping_
mat_fastnobump 0 // _faster bump mapping_


r_lod "-1"
r_occlusion "0"
r_propsmaxdist "100"
r_renderoverlayfragment "0"
r_rootlod "2"
r_shadowmaxrendered "32"
r_teeth "0"
r_waterdrawreflection "0"
r_waterforceexpensive "0"
gl_clear "0"
props_break_max_pieces "0"

//Mat settings
mat_antialias "0"
mat_clipz "0"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_hdr_enabled "0"
mat_hdr_level "0"
mat_reducefillrate "1"
mat_specular "1"
mat_trilinear "0"
mat_wateroverlaysize "8"
I think one of these commands screws up the water in dx9 mode, too lazy to worry about trying to find which one though.
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