There's a max of 3 or 4 autosave slots, I think. Once a map uses autosave0.zds through autosave3.zds, it goes back to 0 and overwrites it.NeuralStunner wrote: On the subject of data saving and abuse, is it possible to call Autosave every tick and thrash the user's drive? Or is there a safety on this function already?
ConsoleCommand discussion
RE: ConsoleCommand discussion
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- Hypnotoad
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RE: ConsoleCommand discussion
Not sufficient, some mods do not have maps in themselves (designed to run with any map wad of choice) but still need certain flags to work properly on any map.NeuralStunner wrote: Settings (DMFlags/renderer/&c.) which a map requires to work properly should be added to MapInfo.
One solution is to have dmflags and such set in the gamemode lump, or to provide specific acs functions to change dmflags and compatflags.
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Watermelon
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RE: ConsoleCommand discussion
Is it unreasonable to have a flag to disallow openGL rendering? It gives people quite the advantage and allows concentrated ssg shots when vertically looking up/down (which is a HUGE benefit in various CTF maps)
RE: ConsoleCommand discussion
IIRC, a "limit GL freelook" flag was implemented a while back for that very reason. It limits your maximum/minimum pitch to that of a software user.Watermelon wrote: Is it unreasonable to have a flag to disallow openGL rendering? It gives people quite the advantage and allows concentrated ssg shots when vertically looking up/down (which is a HUGE benefit in various CTF maps)
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RE: ConsoleCommand discussion
I would not like that at all. Couldn't you let SW users shoot straight up or down, even if you can't render it?
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Watermelon
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RE: ConsoleCommand discussion
CL_OldFreeLookLimit which is supposed to do that doesn't even work, I set it to true and I could still aim straight down.Ænima wrote:IIRC, a "limit GL freelook" flag was implemented a while back for that very reason. It limits your maximum/minimum pitch to that of a software user.Watermelon wrote: Is it unreasonable to have a flag to disallow openGL rendering? It gives people quite the advantage and allows concentrated ssg shots when vertically looking up/down (which is a HUGE benefit in various CTF maps)
EDIT: Apparently that only works for software and only for looking up, not down... is there a GL one?
I have no idea how this would be accomplished based on my knowledge of how the hacky software rendering is done.Qent wrote: I would not like that at all. Couldn't you let SW users shoot straight up or down, even if you can't render it?
I think the best solution is to make CL_OldFreeLookLimit work again (if it ever did), and then to allow the server to force it on the clients with a dmflag if the host should so choose. That way everyone can keep openGL
Last edited by Watermelon on Fri Mar 08, 2013 3:58 am, edited 1 time in total.
RE: ConsoleCommand discussion
Why would rendering be a problem if you don't even render it?
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Watermelon
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RE: ConsoleCommand discussion
It'd be impossible to tell if you're aiming down or not, though I wonder what would result if the limit was removed. It'd be a cool thing to test
RE: ConsoleCommand discussion
You can do it with mods that use "recoil" (aka SetActorPitch). Everything just looks super stretched and distorted due to the Y-shearing.Watermelon wrote: It'd be impossible to tell if you're aiming down or not, though I wonder what would result if the limit was removed. It'd be a cool thing to test
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NeuralStunner
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RE: ConsoleCommand discussion
Not really what I was looknig for: A system to prevent too many disk writes in a short period.Ænima wrote:There's a max of 3 or 4 autosave slots, I think. Once a map uses autosave0.zds through autosave3.zds, it goes back to 0 and overwrites it.
Blzut3 wrote:Only in the Doom community does one find something so obviously broken and then claim it's a feature.
- Torr Samaho
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RE: ConsoleCommand discussion
Yes.Watermelon wrote: Is it unreasonable to have a flag to disallow openGL rendering?
No, AFAIR such a thing never existed. We can talk about adding such a flag though.Ænima wrote: IIRC, a "limit GL freelook" flag was implemented a while back for that very reason. It limits your maximum/minimum pitch to that of a software user.
cl_oldfreelooklimit does exactly what it's supposed to do:Watermelon wrote: I think the best solution is to make CL_OldFreeLookLimit work again (if it ever did), and then to allow the server to force it on the clients with a dmflag if the host should so choose. That way everyone can keep openGL
98a changelog wrote:! - Increased Software's freelook to +-56 degrees (in otherwords you can now look up as much as you could down). This is done to reduce the advantage of OpenGL. The old limit can be restored with the new CVAR cl_oldfreelooklimit (default false). [Blzut3, Torr Samaho]