[won't change] Aiming is different between Renderers
Moderator: Graf Zahl
- Agent ME
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[won't change] Aiming is different between Renderers
I had once recorded a demo of my playing Cutman's original portal mod while I had OpenGL mode on, and then I enabled software rendering and watched the demo. At one point in the demo, my player didn't aim high enough for the portal, and the rest of the demo was broken as he missed the ledge and ran nonsensically. This would always happen in the demo in software mode, but in OpenGL the demo would run exactly as it should.
I don't have the demo as I was on a different computer and I had deleted it afterwards before I realized I should've reported it.
I don't have the demo as I was on a different computer and I had deleted it afterwards before I realized I should've reported it.
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There isn't a way to fix this. The only way to workaround it is the record the demo in software.
OpenGL mode uses a different, and much better, method of freelook than software that also allows the ability to look around everywhere. When you turn on software mode you use the old, very limited method which will break demos.
OpenGL mode uses a different, and much better, method of freelook than software that also allows the ability to look around everywhere. When you turn on software mode you use the old, very limited method which will break demos.
- Agent ME
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- Graf Zahl
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Skulltag is C/S so everything is done on the server and not on the other clients. They merely get the data from the server. But with a simple peer to peer network all computers are performing the same calculations and in this case it does matter because player 1 doesn't know what player 2 is doing and as a result can't determine which player needs which kind of pitch clipping.
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- Cutmanmike
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Happened to me while I was in LMS. Not only that but looking at them in spectate mode looks REALLY screwy. Anyway, not the placeNash wrote:Yes, but that still does not solve the problem of fairness. The player with an OpenGL renderer will have a wider aiming range than the player with the software renderer. I can already picture a lot of situations where it's just not fair for the player using the software renderer.
