|Anonymous | Login | Signup for a new account||2020-01-25 05:41 UTC|
|My View | View Issues | Change Log | Roadmap | Zandronum Issue Support Ranking | Rules | My Account|
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0001850||Zandronum||[All Projects] Suggestion||public||2014-06-19 18:02||2017-10-30 00:20|
|Priority||normal||Severity||minor||Reproducibility||have not tried|
|Target Version||Fixed in Version|
|Summary||0001850: Software renderer users must be allowed to change r_visibility when sv_forcegldefaults is 0|
|Description||players using opengl can use gl_ambientlight to fully light maps if sv_forcegldefaults is not set on the server. To me it would make sense to allow players using software rendering to have the same or at least similar ability.|
|Although you can make an addon to do this, I do agree it should be on in every server to give software users an equal playing field against opengl players.|
|There is a CVAR called r_visibility which is the software-equivalent of gl_ambientlight. It is however latched in netgames and cannot be changed.|
I actually wanted to make a ticket about r_visibility to make it changeable in net games.
r_visibility 0 makes software look way better imo.
|sounds like r_visibility should be usable in netgames unless sv_forcegldefaults is enabled (maybe good to rename sv_forcegldefaults in this case)|
|Why do we allow OpenGL users to increase the light level again?|
|I dont know. But as far as i know in other games like quake, the standard is to allow it, which i personally think is ok. I would rather play a game where both players compete to the best of their abilities rather than being hampered by visibility issues. Still for those who don't share my philosophy, it's up to the server to allow this.|
Well historically speaking r_visibility was once a user setting. It got disabled since it was deemed cheating. I'm not sure I would consider the Quake series the best thing to compare to since as I understand people play with texture mapping off and everything. Personally I think it has gone too far if that's what the goal is.
Lighting was kind of a big deal for Doom, so it would be sad to see it dismissed. Traditionally the only option you had to increase the brightness was to wash out the colors (increase gamma). If you're going to argue visibility issues, perhaps we should just include a wall hack so you can always see where your opponent is right? :P
edited on: 2014-06-28 06:09
Quote from Blzut3
The quake series are the games closest to doom and they are taken seriously competitively so if any game is comparable it is quake. For what it's worth i think you should be able to play doom without texture mapping as well.
Quote from Blzut3
A wallhack shows information that as a user you are not supposed to have. While this could also happen in certain situations with r_visibility (completely dark rooms where you are not supposed to be able to see anyone), 99% of the time it's about making information clearer that is already given to you. Clearly there is support from community members for this feature, but there are also some like yourself who arent huge fans. Seems like a server controlled variable is probably the way to go?
edited on: 2014-06-28 09:08
I'm all in for giving software users r_visibility to level the playingground.
The opposite i detest. A server that forces gldefaults is an instant disconnect from me.
I don't really care that you put a lot of lightning effort in your map and i don't want to see it. This should be up to me not you/server how i want my game to look.
Edit: comparing this to wallhack is ridiculous, not going to eleborate on that.
edited on: 2015-06-11 12:17
I think this is something that is way too late to argue about. Users can change light level in the GL renderer and that's clearly not going to change. So we should allow software users to do the same.
However, now the name of sv_forcegldefaults is becoming misleading because it will have an effect on the software renderer as well. It has only ever got to do with lighting anyway (it never for instance restricted texture filtering) so I suggest we rename it to sv_defaultlighting.
|Only registered users can voice their support. Click here to register, or here to log in.|
|Supporters:||Catastrophe Leonard JKist3 Combinebobnt Monsterovich unknownna JusticeSkulltag Korshun JC Tenton djskaarj KirovNoir|
|2014-06-19 18:02||JKist3||New Issue|
|2014-06-19 18:40||Catastrophe||Note Added: 0009596|
|2014-06-19 21:38||Dusk||Note Added: 0009598|
|2014-06-21 12:58||Leonard||Note Added: 0009610|
|2014-06-25 22:03||JKist3||Note Added: 0009746|
|2014-06-26 05:55||Blzut3||Note Added: 0009748|
|2014-06-26 07:41||JKist3||Note Added: 0009749|
|2014-06-28 05:51||Blzut3||Note Added: 0009769|
|2014-06-28 06:07||JKist3||Note Added: 0009770|
|2014-06-28 06:08||JKist3||Note Edited: 0009770||View Revisions|
|2014-06-28 06:09||JKist3||Note Edited: 0009770||View Revisions|
|2014-06-28 09:03||Frits||Note Added: 0009772|
|2014-06-28 09:07||Frits||Note Edited: 0009772||View Revisions|
|2014-06-28 09:08||Frits||Note Edited: 0009772||View Revisions|
|2015-06-06 19:13||unknownna||Assigned To||=> Dusk|
|2015-06-06 19:13||unknownna||Status||new => acknowledged|
|2015-06-06 19:13||unknownna||Summary||allow client enabled infrared goggled on servers with sv_forcegldefaults 0 => Software renderer users must be allowed to change r_visibility when sv_forcegldefaults is 0|
|2015-06-06 19:14||unknownna||Relationship added||has duplicate 0002259|
|2015-06-11 11:15||Dusk||Note Added: 0012649|
|2015-06-11 11:16||Dusk||Note Edited: 0012649||View Revisions|
|2015-06-11 12:17||Dusk||Note Edited: 0012649||View Revisions|
|2015-06-11 22:16||unknownna||Relationship added||parent of 0000588|
|2015-06-12 10:57||Dusk||Relationship added||related to 0002258|
Questions or other issues? Contact Us.
|Copyright © 2000 - 2020 MantisBT Team|