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Old Yesterday, 00:05   #4641
Karlos
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I mean I guess we could see what happens if we render some text, call out to Vid_Present() before going into the loop. It might be possible to do something with it beyond just asking "is it pressed yet?"
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Old Yesterday, 00:13   #4642
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I mean I guess we could see what happens if we render some text, call out to Vid_Present() before going into the loop. It might be possible to do something with it beyond just asking "is it pressed yet?"
for sure, it could be a good point to show mission stats/objectives or what not.
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Old Yesterday, 11:52   #4643
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for sure, it could be a good point to show mission stats/objectives or what not.



I'd be happy to add some motivational text like:




"You know you're messing this up, right?"



"Carter Burke could do better than this!"



"HINT: Try to make the projectiles collide with the aliens."


or


"Andy Clitheroe wants you to know there's a game called Fears available."


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Old Yesterday, 12:20   #4644
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Maybe that's one for dying lol....
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Old Yesterday, 12:23   #4645
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This reminds me of my Quake mod. I added so many death messages. Depending on how high you fell from, you might see "Well, <player name> certainly made a big impression!" and similar sarky stuff. Another was something like "Hey, <player name>, how's the mineral bath?" when dying in lava.
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Old Today, 20:30   #4646
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@abu_the_momkey just killed another longstanding bug that has existed since the original release. Now, when you aim up and down in fullscreen, any non-assisted projectile goes in the direction you reasonably expect and not at an exaggerated angle. That's a couple of decades of muscle memory to reprogram

This paves the way for adding options to turn aim assistamce off and crosshairs on.
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Old Today, 21:02   #4647
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from that (and the fact you have merged the changes) I guess you did not find any issues when testing?

the crosshair will probably need to be a little more complex than just a pointer drawn the the dead centre of the render area as I have already tested that and it (the projectiles) to not always hit the centre depending on how far up/down you are looking.

disabling the auto aim for projectiles is simple enough but the instant effect weapons will need some additional code work.
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Old Today, 21:10   #4648
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Only the somewhat predictable small drift over larger distances. I checked fullscreen 1x1, 1x2 and both with and without vertical margins and the behaviour was pretty consistent.

The crosshair doesn't have to be pixel perfect and it could even depend on the weapon (that would require some mod properties assistance). For example a cross hair for the grenade or mine seems a bit pointless.

There might be some systematic drift, which means we might be able to compensate, but right now, without any crosshair aiming, it's significantly improved in fullscreen. There's noticeably more precision over your aim.
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Old Today, 21:13   #4649
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top stuff
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