[d80a32d] [Exhumed] Auto-aim toggle nonfunctional

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[d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby lowskill. » Sun Jun 28, 2020 8:50 am

Looks like the auto-aim toggle does not actually work in this game.

I tried it on some enemies while standing on some elevated spots and the weapons still hit the enemies below my level despite having the toggle set to "Never".
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lowskill.
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Re: [d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby mjr4077au » Sun Jun 28, 2020 6:56 pm

There's no supporting code around auto-aiming in the code-base for Exhumed, so I assume auto-aiming is hard-coded to be on without choice?
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Re: [d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby lowskill. » Mon Jun 29, 2020 11:38 am

mjr4077au wrote:There's no supporting code around auto-aiming in the code-base for Exhumed, so I assume auto-aiming is hard-coded to be on without choice?

I suppose so, should that be the case.

So, there would 2 choices here then: Implementing it just like the other supported games for the sake of consistency and giving users more control, or, just leaving it as-is.
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lowskill.
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Joined: 05 Nov 2019
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Re: [d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby mjr4077au » Mon Jun 29, 2020 5:38 pm

lowskill. wrote:
mjr4077au wrote:There's no supporting code around auto-aiming in the code-base for Exhumed, so I assume auto-aiming is hard-coded to be on without choice?

I suppose so, should that be the case.

So, there would 2 choices here then: Implementing it just like the other supported games for the sake of consistency and giving users more control, or, just leaving it as-is.

I'd consider checking upstream to 100% confirm they have no auto-aim toggle code, and if not, raise the issue there. It'd benefit upstream to have it, we can then leverage it and both ports win. If Graf was to implement this, I doubt it'd happen anytime soon and I'm not sure I have the chops for something like this.

Bear in mnid though, being a console port to the PC it's highly likely that the original DOS game only ever had auto-aim and given how Nuke.YKT's ports (and presumably this one by sirlemonhead in the same repo) focus on source accuracy, it's likely it'd never have it upstream but I'd still ask there first.
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Location: Gosford NSW, Australia
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Operating System: Windows 10/8.1/8/201x 64-bit
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Graphics Processor: nVidia with Vulkan support

Re: [d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby Graf Zahl » Tue Jun 30, 2020 12:22 am

Looking at PCExhumed in general, it's the game with the least adjustments from the original implementation, this particularly concerns configurability. PCExhumed doesn't even have a working options menu!

Originally none of these games had switchable autoaim as was the norm for the mid 90's.
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Re: [d80a32d] [Exhumed] Auto-aim toggle nonfunctional

Postby lowskill. » Tue Jun 30, 2020 10:26 am

Yeah, compared to NBlood or Rednukem, PCExhumed is surprisingly barebones for some reason. It currently has very few additions, not even in terms of QoL improvements. BuildGDX seems to be quite a bit ahead of it, it even has stats, a kill counter, a partial HUD, and more.

Even the sound system is quite rough and lo-fi there, wow. I definitely see why you said a while ago that the sound system is pretty subpar in PCExhumed, that was no overstatement.
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lowskill.
GZDoom RO Translator & Raze Tester
 
Joined: 05 Nov 2019
Twitch ID: sixhundredsixteen
Github ID: sinisterseed
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support


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