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Changing Pip "Main Camera Fov" creates bigger inaccuracy in name tag positioning (ProjWorldToScreen pip inaccuracy bug)
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Description


This is the modified setting demonstrated in the video:

Even with 100% vanilla game, the PIP scope has inaccuracy in the nametags:
The nametag positions are not (exactly) the same as unscoped nametag positions.

//int camID = m_PIPSightsComp.GetPIPCamera().GetCameraIndex(); // returns 0 for now (buge), TODO
			int camID = m_PIPSightsComp.GetPIPCameraIndex();
			//camID = 8;
			data.m_vTagScreenPos = m_Workspace.ProjWorldToScreen( data.m_vTagWorldPos, m_World, camID);

The codeblock responsible for gettting the World To Screen pos in nametag code ^^^

ProjWorldToScreen
this seems to be the function providing inaccurate results when using pip scopes with variable settings, this is what has errors from my understanding.

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General
Steps To Reproduce
  1. change main camera FOV for pip scope
  2. load game in the vanilla MP conflict mode (this ensures nametags are used)
  3. Find friendly ai with nametags (ex: spawn ai with zeus on same side as player)
  4. Use the pip scope and aim at and around the friendlies
  5. the nametag position is inaccurate
Additional Information

I think it's bugged even in 100% vanilla, but the bug is bigger when modding the game.
This may break more things in the future if people use PIP and WorldToScreen

Event Timeline