yeah, but we want to test out the crazy ideas. If anybody else has ideas they want tested, just link us to the code (and preferably talk to us on IRC or something first.)
gunplay: recoil + aim-down-sights + spread
Re: gunplay: recoil + aim-down-sights + spread
Hey vitamins, were you able to figure out how to fix the huge crosshair?
Re: gunplay: recoil + aim-down-sights + spread
Yes, i fixed it.
New crosshair looks a lot better and is designed to be resizable.
Re: gunplay: recoil + aim-down-sights + spread
Does it dynamically resize according to the current shooting accuracy, i.e. move away from the center when the player is moving or jumping etc.?
Re: gunplay: recoil + aim-down-sights + spread
Yes it increases instantly based on movement and decreases quickly at a fixed rate.
Re: gunplay: recoil + aim-down-sights + spread
These changes are now live on the dev server.
Download the pk3 here: http://dl.unvanquished.net/pkg/dev/mod- ... 0-0430.pk3
Re: gunplay: recoil + aim-down-sights + spread
I can not get on the testing server, after the loading bar is finished the game goes back to the main menu. I have downloaded the latest release as zip and the pk3 download started automatically in game. Other servers work.
This error seems to be related:
Error: invalid playerState field count
Re: gunplay: recoil + aim-down-sights + spread
Hmm, I didn't check the code, but I guess you broke compat. I think it worked for me because I was testing using the client I built from the branch :( I should have tested using the vanilla client. Sorry :(
Re: gunplay: recoil + aim-down-sights + spread
No problem. I added some player state fields, so the engine changed, which can't be done in a pk3. I hope the thing can be rewritten such that it doesnt need any additional fields transmitted over the network. Not sure if that is possible using the current layout of the engine. In my opinion a client-side-only simulation would work well, but thats another topic.
Re: gunplay: recoil + aim-down-sights + spread
any updates on this?