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[won't change] Aiming is different between Renderers
Posted: Sun Jan 21, 2007 5:39
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.
Posted: Sun Jan 21, 2007 5:53
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.
Posted: Sun Jan 21, 2007 5:55
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.
Posted: Sun Jan 21, 2007 6:00
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...
Posted: Sun Jan 21, 2007 10:13
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.
Posted: Sun Jan 21, 2007 14:16
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
Posted: Sun Jan 21, 2007 14:32
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.
Posted: Sun Jan 21, 2007 14:45
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.
Posted: Sun Jan 21, 2007 14:50
by Graf Zahl
You have to make that complaint elsewhere.

Posted: Sun Jan 21, 2007 15:18
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.

Posted: Mon Jan 22, 2007 15:41
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
