Extend raytrace weapon distances

Currently, all raytrace attacks for singleplayer and multiplayer weapons terminate between 8,000 and 10,000 units. While standing atop a scale representation of the Great Pyramid of Giza, I was unable to hit targets standing at the base of the structure. I would consider this an issue as this is not an imaginary structure, and we don’t seem to be calculating bullet physics. The approximate distance from the apex directly to the base is 9788 units. Screenshot below (other pyramids not to scale). I recommend MAX_TRACE_LENGTH, which is what I would assume is used, so maybe there is some technical detail that I have overlooked.

Below is a copy of the brush for the pyramid (giza_brush.vmf):

versioninfo
{
“editorversion” “400”
“editorbuild” “7815”
“mapversion” “1”
“formatversion” “100”
“prefab” “0”
}
visgroups
{
}
viewsettings
{
“bSnapToGrid” “1”
“bShowGrid” “1”
“bShowLogicalGrid” “0”
“nGridSpacing” “64”
“bShow3DGrid” “0”
}
world
{
“id” “1”
“mapversion” “1”
“classname” “worldspawn”
“skyname” “sky_day01_01”
“underwaterparticle” “underwater_default”
“maxpropscreenwidth” “-1”
“detailvbsp” “detail.vbsp”
“detailmaterial” “detail/detailsprites”
solid
{
“id” “2”
side
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“id” “1”
“plane” “(6048 6048 0) (-6048 6048 0) (-6048 -6048 0)”
“material” “DEV/DEV_MEASUREGENERIC01”
“uaxis” “[1 0 0 0] 0.25”
“vaxis” “[0 -1 0 0] 0.25”
“rotation” “0”
“lightmapscale” “16”
“smoothing_groups” “0”
}
side
{
“id” “2”
“plane” “(-6048 6048 0) (0 0 7696) (-6048 -6048 0)”
“material” “DEV/DEV_MEASUREGENERIC01”
“uaxis” “[0 1 0 0] 0.25”
“vaxis” “[0 0 -1 0] 0.25”
“rotation” “0”
“lightmapscale” “16”
“smoothing_groups” “0”
}
side
{
“id” “3”
“plane” “(0 0 7696) (6048 6048 0) (6048 -6048 0)”
“material” “DEV/DEV_MEASUREGENERIC01”
“uaxis” “[0 1 0 0] 0.25”
“vaxis” “[0 0 -1 0] 0.25”
“rotation” “0”
“lightmapscale” “16”
“smoothing_groups” “0”
}
side
{
“id” “4”
“plane” “(6048 6048 0) (0 0 7696) (-6048 6048 0)”
“material” “DEV/DEV_MEASUREGENERIC01”
“uaxis” “[1 0 0 0] 0.25”
“vaxis” “[0 0 -1 0] 0.25”
“rotation” “0”
“lightmapscale” “16”
“smoothing_groups” “0”
}
side
{
“id” “5”
“plane” “(0 0 7696) (6048 -6048 0) (-6048 -6048 0)”
“material” “DEV/DEV_MEASUREGENERIC01”
“uaxis” “[1 0 0 0] 0.25”
“vaxis” “[0 0 -1 0] 0.25”
“rotation” “0”
“lightmapscale” “16”
“smoothing_groups” “0”
}
editor
{
“color” “0 0 255”
“visgroupshown” “1”
“visgroupautoshown” “1”
}
}
}
cameras
{
“activecamera” “-1”
}
cordon
{
“mins” “(-1024 -1024 -1024)”
“maxs” “(1024 1024 1024)”
“active” “0”
}

letsgolittlebuddy

Yeah upon further inspection, most multiplayer weapons are broken, and ladder movement isn’t predicted…

At least we might get Xen soon!

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.