by Graf Zahl » Fri Jan 18, 2019 12:46 pm
Yholl wrote:That's not a mod bug, that's literally how it used to work. Now that pitch is altered in new versions, obviously it's broken in them. That's what this is all about, the pitch changes that broke anything old that used them.
It was broken in old versions because some external contributor messed up the pitch in several functions and it only got discovered extremely late in the game. This actually originated from Skulltag's model code and got made worse because people tried to make the broken model pitching work correctly. There was a horrendous amount of fudging code by other people to compensate for that bug in other code, each thing addressing one aspect of this design flaw - but since the math was not correct to begin with, the end result was that it was nearly impossible to use this stuff correctly, at some point the bug would come back biting you in the ass. The only remedy was to fix it - screw the handful of mods falling victim to it. It cannot be reverted without breaking even more stuff out there. The fact that we got near zero reports about this issue speaks a very clear language that the number of affected mods must have been small.
The version you are talking about is 3 years old by now, there have been one major new release, 9 minor ones and just as many point releases for bugfixing.
So if that's what you want to target, feel free to target it, but like I said: You are on your own there. The thing is just that your USERS will ask YOU why you make stuff that doesn't work in more recent engine versions.
Yholl wrote:ChangeActorPitch (0, 350.0, 1);
This line in Laundry 3 makes you face forwards in a cutscene in 2.1.1, as intended.
Behold that gem of a modding bug that just went unnoticed due to value wraparounds. You are aware that the valid range for pitches is -90 .. 90, right? 350 is outside that range and apparently at some point gets clamped to 90. Why didn't you use -10 as anybody else would have done?
And this has nothing to do with the pitch change we were talking about, this was a side effect of using floats in the engine. Even better, this can be addressed without breaking anything.
[quote="Yholl"]That's not a mod bug, that's literally how it used to work. Now that pitch is altered in new versions, obviously it's broken in them. That's what this is all about, the pitch changes that broke anything old that used them.[/quote]
It was broken in old versions because some external contributor messed up the pitch in several functions and it only got discovered extremely late in the game. This actually originated from Skulltag's model code and got made worse because people tried to make the broken model pitching work correctly. There was a horrendous amount of fudging code by other people to compensate for that bug in other code, each thing addressing one aspect of this design flaw - but since the math was not correct to begin with, the end result was that it was nearly impossible to use this stuff correctly, at some point the bug would come back biting you in the ass. The only remedy was to fix it - screw the handful of mods falling victim to it. It cannot be reverted without breaking even more stuff out there. The fact that we got near zero reports about this issue speaks a very clear language that the number of affected mods must have been small.
The version you are talking about is 3 years old by now, there have been one major new release, 9 minor ones and just as many point releases for bugfixing.
So if that's what you want to target, feel free to target it, but like I said: You are on your own there. The thing is just that your USERS will ask YOU why you make stuff that doesn't work in more recent engine versions.
[quote="Yholl"][quote]ChangeActorPitch (0, 350.0, 1);[/quote]
This line in Laundry 3 makes you face forwards in a cutscene in 2.1.1, as intended.
[/quote]
Behold that gem of a modding bug that just went unnoticed due to value wraparounds. You are aware that the valid range for pitches is -90 .. 90, right? 350 is outside that range and apparently at some point gets clamped to 90. Why didn't you use -10 as anybody else would have done?
And this has nothing to do with the pitch change we were talking about, this was a side effect of using floats in the engine. Even better, this can be addressed without breaking anything.