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Posted: Mon Aug 04, 2008 8:37 pm
by Andon
Just got around to testing this and it works fine. Any idea on whether we can include it into the code?

Posted: Mon Aug 04, 2008 9:05 pm
by madpeople
which method did you try?

the simply removing it or my method of adjusting the modifier so that you still turn slower when zoomed in (so you can still aim!)

Posted: Mon Aug 04, 2008 9:08 pm
by Andon
I used your method. Worked fine.

Posted: Tue Aug 05, 2008 5:42 pm
by Sushi
Andon, you rock.

Posted: Tue Aug 05, 2008 6:24 pm
by Andon
Nah. MadP rocks.

I simply put forward the 'issue' and tested it out. He did the actual work

Posted: Sun Jul 04, 2010 11:57 pm
by Imago
it was finally tried, see http://trac.alleg.net/ticket/88 i'm trying to see it now

Posted: Mon Jul 05, 2010 8:39 am
by madpeople
madpeople wrote:QUOTE (madpeople @ May 19 2008, 05:09 PM) do turrets use this code too? will they get screwed up because they don't have a pitch/yaw rate defined in the core?
KGJV wrote:QUOTE (KGJV @ May 19 2008, 07:34 PM) no turrets dont use it, the check is done some lines before the block.
FAT wrote:This patch caused problems while in a turret wrt zoom/scan/FOV
I guess KG was wrong then, or somethng else changed too?

Either way it's fixed now :)

Posted: Sun Aug 08, 2010 4:35 am
by Zero_Falcon
Imago wrote:QUOTE (Imago @ Jul 5 2010, 07:57 AM) it was finally tried, see http://trac.alleg.net/ticket/88 i'm trying to see it now
Noob question:

How do I apply this patch to my copy of Alleg?

:hide: *Tries to hide from humiliation*

Posted: Sun Aug 08, 2010 4:39 am
by Andon
Wait for R6.

You can't change your copy of alleg's hard-coded stuff because of the possibility of "easy" cheating.

Posted: Sun Aug 08, 2010 2:36 pm
by fuzzylunkin1
:whistle: