lowskill. wrote:And now this got fixed as well, I'm surprised how tracing the origin of the issues didn't actually turn into a nightmare honestly, but it's very good that it did not.
I'll be honest, I was expecting a complete shitfight to try and find this which is why I put my hands up last night (was also 3 am lol)
lowskill. wrote:But there's another issue now - these problems are getting ever more subtle, to the point that spotting the differences becomes very difficult. Frankly I would've probably never noticed the issue with the ship being darker, which is where disabling textures would've come in very handy to make spotting them possible. During gameplay it would be a nightmare to notice them, if at all.
I noticed the brightness issues with the theatre in E1L1 first, before I got that CVAR added, then went hunting and found the issue with the space craft. I used it for my demonstration as I thought it was a more compelling example. I'm actually yet to do a playthrough and compare spots without textures.
A big roadblock is most of the games have had changes to their player structs between the last release and head, so I can't even use saves between versions. Because the visibility is based around fviewingrange, changing the look angle changes visibility so you'd have to rely on the crosshair as a guide to ensure you're on target between testing each version.
In saying the above, from a casual playthrough things are looking pretty ship shape to me. Sadly though, I wouldn't be surprised if there were already little issues that have slipped through unknowingly. It's Build after all...