[won't change] Aiming is different between Renderers

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Agent ME
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[won't change] Aiming is different between Renderers

Post by Agent ME »

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.
MasterOFDeath
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Post by MasterOFDeath »

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.
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Agent ME
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Post by Agent ME »

I can't see how this would be impossible to fix - you could make it so there is another value based on how high/low you're looking, completely unaffected and seperate from the renderer, and all projectiles shot are based off of this value.
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Post by MasterOFDeath »

I actually didn't think about that...

Then its up to Graf. I have no clue how hard/easy something like that would be to implement, or if it even would be touched at all. ZDoom demo playback is screwy enough as it is...
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Graf Zahl
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Post by Graf Zahl »

I consider the software renderer only a secondary issue. If you have problems with it or with renderer compatibility I'll only change it if it doesn't complicate matters.
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Nash
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Post by Nash »

And yet I wonder how Carnevil didn't see the problem with Skulltag players using different renderers. Obviously the players using the OpenGL renderer will have an advantage because they can aim a full 180 degrees vertically.

I asked him and he said "it doesn't matter". o_O
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Graf Zahl
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Post by Graf Zahl »

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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Post by Nash »

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.
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Post by Graf Zahl »

You have to make that complaint elsewhere. ;)
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Post by Nash »

It's not much of a big deal, actually... I'm just surprised that Carnevil never thought of that I guess. But whatever, doesn't really matter. :)
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Cutmanmike
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Post by Cutmanmike »

Nash 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.
Happened to me while I was in LMS. Not only that but looking at them in spectate mode looks REALLY screwy. Anyway, not the place :P
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