koronelkhunt wrote:Oppy wrote:there is no way to modify the fog in open spades (unless you edit the source code, but removing the fog would be cheating.)
not really cheating, since the render distance would remain the same with fog or not
It's classified as cheating and has been ever since it was easy to do a nofog by editing the config.
Chameleon wrote:LOL i removed the fog without shitting all over the source code.
If this game wasn't so dead you would be on the GBL by now.
Chameleon wrote:But the problem then is that AoS 0.75 player can hit you beyond fog range (about 135 blocks), while in OS you get about 127 blocks of hit range and 130 of rendering range.
It's been established that the limit is only along the x,y axes, with z being the "vertically down" axis. After a quick skim through the Powerthirst "source" I find this (twice):
Code: Select all imul eax, eax, PLR_STRUCT_SIZE ; 0042AA86 _ 69. C0, 000003A8
fld dword [plr_x2+eax] ; 0042AA8C _ D9. 80, 0047CE1C(d)
fsub dword [esi-0D4H] ; 0042AA92 _ D8. A6, FFFFFF2C
fstp dword [esp+1CH] ; 0042AA98 _ D9. 5C 24, 1C
fld dword [plr_y2+eax] ; 0042AA9C _ D9. 80, 0047CE20(d)
fsub dword [esi-0D0H] ; 0042AAA2 _ D8. A6, FFFFFF30
fstp dword [esp+18H] ; 0042AAA8 _ D9. 5C 24, 18
fld dword [esp+18H] ; 0042AAAC _ D9. 44 24, 18
fld dword [esp+1CH] ; 0042AAB0 _ D9. 44 24, 1C
fmul st0, st0 ; 0042AAB4 _ DC. C8
fld st1 ; 0042AAB6 _ D9. C1
fmulp st2, st0 ; 0042AAB8 _ DE. CA
faddp st1, st0 ; 0042AABA _ DE. C1
fcomp qword [ud_08218] <-- 16384.0, AKA 128.0**2 ; 0042AABC _ DC. 1D, 00448C58(d)
So it seems the hit distance is 128.0 horizontally, where vertically doesn't affect anything.
Whereas OpenSpades does this:
Code: Select allif(mapResult.hit && (mapResult.hitPos - muzzle).GetLength() < 128.f &&
Which checks all of x,y,z. So Voxlap AoS clamps to a cylinder, while OpenSpades clamps to a sphere.