Tekish wrote:Thanks, I'm glad you find it useful.
Regarding your suggestions; they both seem to require ZScript, and I've been hesitant to use it because these add-ons function with Zandronum (which currently doesn't support ZScript).
Integer scaling without distortion depends on the resolution. The math to determine valid sizing isn't reproducible in ACS, so it needs to come from the engine itself, and as far as I can tell the only way to get that information is with ZScript. I released an update to CrosshairHP to work around this. I manually resized all of the graphics and implemented an option to double the size without relying on the engine's scaling. It's an inelegant solution to the problem, but it works.
Universal ammo recognition is a bit more problematic. It's impossible to automatically determine the context in which mods use ammunition, so a universal solution would still require compatibility tweaks to remove excess or unused ammo types, ammo based on player classes, or add others that simply aren't easily detectable. It's because of this that even if I were open to using ZScript, I probably wouldn't implement a universal solution because it wouldn't truly be universal.
Return to Graphic/Audio Patches
Users browsing this forum: DotBot and 4 guests