CCN
12-21-2009, 08:40 PM
Hey guys, was looking at the challenge videos.
Then playing around with the injector, that is immersively awesome.
Would anyone play a small game where you have to use the injector?
I was thinking after christmas tourney finals when peeps just want ot unwind a bit after competitive play.
Then playing around with the injector, that is immersively awesome.
Would anyone play a small game where you have to use the injector?
I was thinking after christmas tourney finals when peeps just want ot unwind a bit after competitive play.
[Y]
12-21-2009, 10:03 PM
I also wonder if it's possible to have a server where it automatically runs altitudeinjector even if you dont have it installed. I'm on mac....
tec27
12-21-2009, 11:03 PM
I was thinking about this the other night actually, lol. I was thinking about how I could build something into RotAltitude that would contact a remote server and let them know it was running so that all the players could verify that every other player had RotAltitude running. But then I realized I should probably concentrate on improving RotAltitude to have 1:1 plane:screen rotation or porting it to mac or something first :P
;27064']I also wonder if it's possible to have a server where it automatically runs altitudeinjector even if you dont have it installed. I'm on mac....
Not possible. RotAltitude works by interfacing with OpenGL, so it has very little to do with the game. All it does is keep track of how much the screen should be rotated, and right before the game begins drawing the next frame, it rotates the screen about the center by that amount. So unfortunately it must be exclusively client-side for that reason. As another unfortunate consequence it is also pretty heavily tied to the OS (until I can get around to writing hooking code for Mac/Linux anyway).
;27064']I also wonder if it's possible to have a server where it automatically runs altitudeinjector even if you dont have it installed. I'm on mac....
Not possible. RotAltitude works by interfacing with OpenGL, so it has very little to do with the game. All it does is keep track of how much the screen should be rotated, and right before the game begins drawing the next frame, it rotates the screen about the center by that amount. So unfortunately it must be exclusively client-side for that reason. As another unfortunate consequence it is also pretty heavily tied to the OS (until I can get around to writing hooking code for Mac/Linux anyway).
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