[g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Tue Dec 30, 2014 13:43
by Revilution
I know you can't debug from a screenshot as you always say for everyone who comes here and only post screenshots, however this seems to be a constant bug with vertical aiming.
Spoiler:
Looks like the hitscan attacks doesn't follows the aim anymore in the new pixel aspect adjusment in the vertical axis, also happens to projectile weapons.
I have nothing to show other than this since it seems to happen all the time, just play the vanilla Doom and see it happen with every weapon, the aiming gots more uncentralized when looking around 45ยบ up or down.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Tue Dec 30, 2014 13:53
by Enjay
[edit]
Forget everything I wrote earlier (spoilered). I misunderstood. I thought that you were saying the effect happens when you enable different pixel ratios as a user option. I now see that the problem manifests in an unaltered game (I tested in the tall area of E2M1 near the start as I think you did).
A screenshot of the effect when aiming down.
[spoiler][/spoiler]
Also, I tested using a player class with modified viewheight and attack z offset as I initially suggested and the problem was still there. So that's not it.
Spoiler: nonsense
I wonder if this is to do with the new pixel aspect itself or if the pixel aspect is merely making an existing situation more obvious?
I know that the view and the aiming don't line up properly anyway by default. Even when aiming horizontally, if you place a crosshair on a particular location on a wall and then fire, the further you are from the wall, the further the point of impact will be from where the crosshair was.
I think this innaccuracy happens because the centre of view (crosshair) and the origin of the shot are at different heights. In my own mods, I tend to use player height and z attack offset values that place the crosshair much closer to the point of impact at all distances. I'll have to try out the new pixel ratio to see how things work with my new values.
and that seems to work quite well in the normal 1:1.2 view.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Tue Dec 30, 2014 14:38
by Revilution
As well in the last characters in Hunter's Moon, they have different view and attack Z offsets due to have different sizes, seems to happen the same problem on them anyway.
The point is the angle of aiming, i know that where the player fires it's attack actually differs from where he is seeing the scene, however the attack angle always respected the angle of the view, now it looks like isn't doing anymore due to the new aspect still being calculated as if it was the old one yet?
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Tue Dec 30, 2014 14:42
by Enjay
Yes, I edited my post (presumably while you were typing). My initial theory was nonsense.
As an aside, I'm trying to figure out how to use the new option in MAPINFO. Using:
Unknown property 'pixelstretch' found in map definition
I also tried it in the gameinfo section and while this didn't give me an error, I couldn't see any obvious difference (although that was just a quick test before posting).
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Tue Dec 30, 2014 15:01
by Graf Zahl
I'll have to check - but it looks like the pitch angle also needs to be adjusted for the stretching.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Wed Dec 31, 2014 12:53
by Graf Zahl
fixed
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Wed Dec 31, 2014 13:26
by Enjay
Thank you.
I've also figured out that the MAPINFO command is "pixelratio". Been messing with it a bit and I think it will be very useful in some circumstances. Much to my surprise, increased values may also be quite useful. 1.5, for example, had quite a pleasing effect although it did make certain wall patterns and so on look a bit too stretched vertically.
From some points of view, it's a shame that models and pixel ratio are handled separately. This means that changing pixel ratio in an existing mod (or even changing your mind about what pixel ratio to use while developing a project) where models have already been matched to the traditional 1.2 ratio architecture (eg model fence posts matching up with the height of texture fences, invisible sectors being used to provide collision information for models etc) all need to be reworked. Just by way of a test, I gave my "Gene-Tech" mod a pixel ratio of 1.0 and the enemies all looked too tall, the items sitting on model structures (such as the fork lift trucks) were sinking in to the body of the trucks etc etc.
Of course, seeing as how models have always been 1:1 versus the rest of the game being 1:1.2, I guess they need to remain separate. If the option had been available when I was making "Gene-Tech" I would probably have used it from the outset and therefore none of the above things would have been issues. So, I guess it will be easiest to use for new projects rather than converting older ones.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Wed Dec 31, 2014 16:33
by Rachael
So Pixelratio is in the game? I wonder how long this has been. I know we could've used it a few years back with one of Rex's projects.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming
Posted: Wed Dec 31, 2014 16:56
by Enjay
Eruanna wrote:So Pixelratio is in the game? I wonder how long this has been.
Just added yesterday.
Re: [g2.1.pre-496] New pixel aspect doesn't respect aiming