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				 bioemerl 
				
				
					 Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
				 
				 
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				  Two player glitch  
					
						is it just me or when one player is using keyboard and mouse and second player is using (not sure any may work) controll scheme. when player 2 sharp aims it gets rid of player one sharp aiming? 
					
  
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			| Sun Jan 02, 2011 5:35 am | 
			
				
					 
					
					 
				  
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Two player glitch  
					
						Yes. It is a known bug. 
					
  
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			| Sun Jan 02, 2011 5:41 am | 
			
				
					 
					
					 
				    
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				 MIC132 
				
				
					 Joined: Wed Feb 06, 2008 9:56 am Posts: 15
				 
				 
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				  Re: Two player glitch  
					
						For me it works in other way. We can both sharp aim, but when 2nd player presses any movement button I lose sharp aim. Not if he holds it though, if he just walks straight I can aim, till he relases button and preses it again. 
					
  
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			| Sun Jan 02, 2011 12:37 pm | 
			
				
					 
					
					 
				  
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Two player glitch  
					
						When a movement button is pressed, it knocks the player out sharpaim. The bug is that it knocks every player out of sharpaim. A movement key presumably makes the game ignore the sharpaim control keypress. This check works correctly, presumably. 
					
  
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			| Sun Jan 02, 2011 1:39 pm | 
			
				
					 
					
					 
				    
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				 bioemerl 
				
				
					 Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
				 
				 
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				  Re: Two player glitch  
					
						ok, thanks id hope this is high on the TODO list, id rather have game fixes like this than any improvement to the game fix it then make it better not the other way around 
					
  
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			| Sun Jan 02, 2011 11:01 pm | 
			
				
					 
					
					 
				  
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				 Data 
				DRL Developer 
				
					 Joined: Tue Jul 27, 2004 8:02 pm Posts: 428 Location: AZ
				 
				 
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				  Re: Two player glitch  
					
						gonna fix this right now 
					
  
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			| Tue Jan 04, 2011 12:08 am | 
			
				
					 
					
					 
				    
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				 hax 
				
				
					 Joined: Tue Aug 11, 2009 2:42 am Posts: 321 Location: On an iceberg typing away...
				 
				 
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				  Re: Two player glitch  
					
						I'm loving these instant service posts!  Sorry for being off topic, I just had to say it! 
					
  
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			| Tue Jan 04, 2011 12:11 am | 
			
				
					 
					
					 
				  
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				 IriathZhul 
				
				
					 Joined: Mon Jan 17, 2011 11:10 pm Posts: 22
				 
				 
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				  Re: Two player glitch  
					
						Good luck, Data--that glitch is the only thing keeping me from building a shrine to CC in my dorm room. 
					
  
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			| Sat Jan 22, 2011 4:30 pm | 
			
				
					 
					
					 
				  
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				 maart3n 
				
				
					 Joined: Tue Dec 23, 2008 8:04 pm Posts: 1545
				 
				 
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				  Re: Two player glitch  
					
						Data wrote: gonna fix this right now Thank you dan.  
					
  
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			| Sun Jan 23, 2011 12:10 pm | 
			
				
					 
					
					 
				  
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				 BioBen 
				
				
					 Joined: Wed Jan 06, 2010 2:17 am Posts: 81 Location: New Zealand
				 
				 
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				  Re: Two player glitch  
					
						Thank god Data 
					
  
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			| Mon Jan 24, 2011 11:46 pm | 
			
				
					 
					
					 
				  
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				 Data 
				DRL Developer 
				
					 Joined: Tue Jul 27, 2004 8:02 pm Posts: 428 Location: AZ
				 
				 
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				  Re: Two player glitch  
					
						fixed..  Code:         // Sharp aim can't happen when moving around         // This also helps with keyboard vs mouse fighting when moving and aiming in opposite directions         if (/*m_AnalogMove.GetMagnitude() > 0.1 || */m_ControlStates[PRESS_RIGHT] || m_ControlStates[PRESS_LEFT] || m_ControlStates[BODY_JUMPSTART] || (m_ControlStates[PIE_MENU_ACTIVE] && !m_ControlStates[SECONDARY_ACTION]))         {             // Also stunt the analog aim so that it isn't stuck out in the extreme             // Reset the aim if we were aiming sharp and not anymore, makes wiggle easier     //        if (m_ControlStates[AIM_SHARP])     //            m_AnalogAim.CapMagnitude(0.1);
              if (IsMouseControlled()) <-- FIX                 g_UInputMan.SetMouseValueMagnitude(0.05);
              m_ControlStates[AIM_SHARP] = false;         }
  needed a check to make sure we were dealing with a mouse controlled player :p  
					
  
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			| Wed Aug 03, 2011 2:51 pm | 
			
				
					 
					
					 
				    
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				 Roast Veg 
				Data Realms Elite 
				
					 Joined: Tue May 25, 2010 8:27 pm Posts: 4522 Location: Constant motion
				 
				 
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				  Re: Two player glitch  
					
						Look guys, CC just became open-source.^
  See how much one line of code does for people, Data? Don't stop now! 
					
  
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			| Wed Aug 03, 2011 3:43 pm | 
			
				
					 
					
					 
				  
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				 bioemerl 
				
				
					 Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
				 
				 
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				  Re: Two player glitch  
					
						This is awesome thanks for fixing, will improve multiplayer alot! 
					
  
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			| Thu Aug 04, 2011 6:01 pm | 
			
				
					 
					
					 
				  
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