[0.4.2] Autoaim toggle issues

Moderator: Raze Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Gammli
Posts: 47
Joined: Sat Mar 02, 2019 12:46 am

[0.4.2] Autoaim toggle issues

Post by Gammli »

Changing the autoaim setting while in an active game in Duke 3D, RR and Blood does not work, you need to start a new game or load a save for it to apply.
Interestingly, this works correctly in Shadow Warrior when switching from 'On' to 'Off' while ingame, and does not require restarting.

However, instead Shadow Warrior does not seem to treat the 'hitscan only' option correctly, and instead autoaims with both missiles and bullets when that option is selected.
Duke 3D functions properly in that regard, as does Blood and RR.

Thanks to leodoom85 on Discord for bringing my attention to this.
User avatar
sinisterseed
Posts: 1349
Joined: Tue Nov 05, 2019 6:48 am
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: [0.4.2] Autoaim toggle issues

Post by sinisterseed »

Just finished investigating this a little in NBlood v1.01, Rednukem, VoidSW, and EDuke32 (build from Feb 11th).

This does not appear to be inherited from any port, the autoaim behavior updates in real time after the setting is changed in these ports. Can't say anything about the "hitscan-only" setting in SW, however, got nothing to compare it with - VoidSW and SWP have only on/off toggles for it, and so does Redux if I'm not mistaken - just like vanilla I guess.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49141
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [0.4.2] Autoaim toggle issues

Post by Graf Zahl »

Ugh. Classic Build hack job. It was coded right into the menu, that's where it got lost. I left a note in the CVAR but never followed up on it because I didn't realize that it was even needed for locally changing this.

Return to “Closed Bugs [Raze]”