General Tacticus wrote:Unless you just want to watch the world burn, of course.
Blastfrog wrote:I thought what I suggested was mostly trivial, except for the mouse stuff. I'm not asking for stuff like slopes, or floating polygons (called 3D floors in Doom-based engines). I'm asking for a more solid end-user experience by tweaking existing features (again, not counting the mouse stuff).
The FOV thread for example, would involve removing a broken option (trivial AFAIK, just treat the flag like it's on, no real behavior change necessary) and exposing the FOV as a config option instead of a script option (perhaps slightly less trivial, but I can't imagine it being too much work).
The software rendering stuff, I want old options that used to be there to be restored. Unless the software renderer has changed in a significant way leading to the removal of those options in the first place, I imagine this to be trivial.
Blastfrog wrote:My suggestions are not worth ignoring.
Oh, right, that one time there was a major problem with the engine crashing. That totally wasn't worth reporting at all, right?patrick wrote:frog bro wrote:I'm I'm I I'll I I me my I'd I I
Blastfrog wrote:I found a coder who is likely willing to implement my suggestions. Treellama, are you willing to accept the "virtual mouse" and FOV config option features if they are done well?
Note that the virtual mouse would in no way alter the existing gameplay mechanics, but instead act separately and would drive the original mouse mechanics to go to the target position as quickly as possible.
<marathon>
<view>
<fov normal="##"></fov>
</view>
</marathon>
RyokoTK wrote:Did you know that you can just write an MML script that controls FOV?
You can also give yourself a toggle-able fisheye effect with <fov tunnel="##"> and totally cheat in multiplayer.
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