r1316 upwards pitch isn't clamped

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Nash
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r1316 upwards pitch isn't clamped

Post by Nash »

Keep pushing the mouse upwards, the player's pitch isn't clamped and will eventually wrap around so the player would be facing the floor...
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Enjay
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Re: r1316 upwards pitch isn't clamped

Post by Enjay »

A little more description:

Once you are looking right up, the view does not change (ie it appears to be OK) but if you keep moving your mouse (or whatever), the game is sort of "storing up" the movement. Eventually, the view snaps round to have you looking at the floor.

If you start moving your mouse in the opposite direction before you snap to the floor to try and bring the view down, nothing appears to happen until you have moved the mouse down enough to cancel out the "stored up" upwards mouse movements.

I don't *think* the opposite happens with looking down. ie, when trying to push past full look-down, the view seems to be correctly clamped and you cannot go past full look-down.
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Gez
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Re: r1316 upwards pitch isn't clamped

Post by Gez »

The thing is, the OpenGL renderer uses the same value for both maximum upward and downward pitch: the maxviewpitch CVAR, 90° by default.

Anyway, fixed.
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Nash
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Re: r1316 upwards pitch isn't clamped

Post by Nash »

Hey Gez, thanks for this but unfortunately it isn't truly fixed yet.

While the view doesn't snap to the floor anymore, the "storing up" that Enjay describes is still there. Try it. Push your mouse up a lot, then slowly bring the mouse down. The camera won't actually move down until the "stored up" pitch is "depleted".
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Gez
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Re: r1316 upwards pitch isn't clamped

Post by Gez »

I don't know why, so I can't fix. As I said, it's the exact same value for up and down (just negated for up). If something happens with up but not with down, I have no explanations, and cannot do more than I have.
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Re: r1316 upwards pitch isn't clamped

Post by Nash »

Can you reopen this thread so that eventually someone (Graf?) can have a look and fix it?
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Re: r1316 upwards pitch isn't clamped

Post by Nash »

Actually, this has been fixed for real with the latest revision... thanks Gez! :D
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