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2007-01-25, 13:32
Member
41 posts

Registered:
Dec 2006
Yo locals..... I was always intrigued by the option of playing with r_drawviewmodel 1 which I think has a better movement ability but the aim is much worse cause that shit covers half of my screen and I focus more on that that on the player and sight, what are your proposals ? is r_drawviewmodel 0 better? and if so ............ why ?!?! . Peace
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2007-01-25, 14:55
News Writer
646 posts

Registered:
Mar 2006
I dont think this cvar has any effect on "better movement ability". If anything, it would help your aim more, since the model is centered (with standard v_weaps, that is)

I suggest using something like r_drawviewmodel 0.5, or at least 0, but not 1. All it is is a visual effect, but it blocks a good amount of real estate on your screen. Making it transparent (0.5) or invisible (0) allows you to see people coming at you easier. For example: on DM6, you are in the center tele, trying to get a pot shot up at GL. What if the enemy comes out from under GL, and your RL is blocking that portion of the screen? Bad news.

The con about r_drawviewmodel 0 is that its harder to remember what gun you have selected. You can still look at the ammo display (if you have it enabled), but its not as conspicuous.

So those are the two main factors I can come up with: visibility of screen, and awareness of selected weapon. Movement I dont think is affected by this at all.
2007-01-29, 02:21
Member
69 posts

Registered:
Feb 2006
why not r_viewmodelwidth
2007-01-29, 02:49
Member
202 posts

Registered:
Dec 2006
A little known feature of r_drawviewmodel 1 is that it appears thinner with viewsizes over 100. Instead of using viewsize 100, i use viewsize 101 which gives that thinner model and does not seem to affect the standard hud.
2007-01-29, 03:10
Member
69 posts

Registered:
Feb 2006
awesome!
2007-01-29, 04:36
Member
2 posts

Registered:
Mar 2006
After 9 years with the gun off, I've turned it on and am very impressed with the immediate aim improvement.
2007-01-29, 08:58
Member
364 posts

Registered:
Oct 2006
oh come on
2007-01-30, 22:07
Member
108 posts

Registered:
Jan 2006
viewmodel 1 fo' lyfe yo
Spell "mogul," Bateman. How do you spell mogul? M-o-g-u-l. Mo-gul. Mog-ul. Ice, ghosts, aliens-
2007-01-30, 23:24
Member
805 posts

Registered:
Mar 2006
played with r_drawviewmodel 0 a bit today in some povs!

Think its totally cheat and will fight against it as hard as I can.

it makes you shaft very easy and takes the QW spirit away.. why not then change bunnyjumps to the way PK has it, that u don't even need to strafe!!!
https://tinyurl.com/qwbrasil - QuakeFiles
2007-01-31, 00:01
Member
1754 posts

Registered:
Jan 2006
hahahahaa
vegetous xD best laugh all day
2007-01-31, 00:01
Administrator
886 posts

Registered:
Jan 2006
Hahaha the most funniest arguments on there..
cl_disabledrawviewmodel 1
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2007-01-31, 00:13
News Writer
2260 posts

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Jan 2006
LOL! ))
2007-01-31, 00:46
Member
355 posts

Registered:
Jun 2006
sassa wrote:
LOL! ))

Smile of defeat.
2007-01-31, 09:08
Member
637 posts

Registered:
Jan 2006
ahaah totally owned, thumbs up Brasiliero

Senna 4 life
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2007-02-01, 02:48
Administrator
2058 posts

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Jan 2006
i cant play without the weapon visible
2007-02-05, 06:27
Member
357 posts

Registered:
Mar 2006
Doesnt EzQuake support transparent viewweaponmodels example r_drawviewmodel 0.5 ??
2007-02-05, 08:18
Member
79 posts

Registered:
Jan 2006
of course it does
zaiko of BaconMen
2007-02-06, 06:52
Member
26 posts

Registered:
Feb 2007
fov 90 & r_drawviewmodel 1
2007-02-06, 09:07
Member
1754 posts

Registered:
Jan 2006
and gamma 1
2007-02-06, 09:48
Member
637 posts

Registered:
Jan 2006
I have always played with the gun visible, it significantly increases my RL aim although I'm sure that it's what my head tries to say, but fact is, that I can't play without it. When I used to play on software I tweaked around r_viewmodelsize to make the gun look smaller since, sadly, it took too much of the screen.
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2007-02-06, 12:13
Member
26 posts

Registered:
Feb 2007
Peppe wrote:
and gamma 1

i was seriusly. =]]
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