Killer7: Difference between revisions

245 bytes added ,  17 September 2014
D3D hit detection issues (aside from AA bug) fixed as of 4.0-1487
(Removing pre-4.0 issues and removing D3D9 references. Blood Droplets were reported as fixed before 4.0 was released.)
(D3D hit detection issues (aside from AA bug) fixed as of 4.0-1487)
Line 19: Line 19:


=== Hit Detection ===
=== Hit Detection ===
Using D3D backend breaks hit detection. Seemingly hits enemy somewhere at random as long as you do actually hit them. Makes hitting the limb you want or their weak spots impossible.
<s>Using D3D backend breaks hit detection. Seemingly hits enemy somewhere at random as long as you do actually hit them. Makes hitting the limb you want or their weak spots impossible.</s> Fixed by {{revision|4.0-1487}}
 
Using AA with the D3D backend completely breaks hit detection on enemies, making them invulnerable.
 
=== Missing Particle Effects===
Using the OpenGL backend causes the red particle effects in the level select to not render.


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = OpenGL
|gfxbackendnotes = D3D has broken hit detection
|antialiasing = Off
|antialiasing = Off
|antialiasingnotes = Works before applying the distortion effect on enemies, causing a static outline while the model itself is moving.
|antialiasingnotes = Works before applying the distortion effect on enemies, causing a static outline while the model itself is moving. Also causes enemies to become invulnerable in D3D.
}}
}}


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