Good post esteel, also the link to the bikeshed issue was interesting to read
Just to make my personal post from above clear: I was trolling there intionally, of course

. The thing is: I do also not want shooting from eyes the be the
default of the game. The current default for me is just fine. What I merely want is a better technical solution to the shooting from eye problem (which CAN be used on ladder servers by choice, and thats sufficient imo). Current shooting from eye has two problems:
- Nexgun beam is invisible when standing still
- Rockets and other particle trails already spawn in your face, that looks ugly
I'm trying to solve this, I talked to divVerent and we came up with these approaches:
- add a
mindistance keyword to the effectinfo.txt to the particle trail effects, so that e.g. rockets and other trails aren't drawn immediately, but after they are like 50 QUs or more away from my face (I contacted a guy from the "we need more devs" thread, maybe he can do it, as I can't do that myself, and divVerent doesn't care even a little, as he clearly stated, and I don't blame him - developing features is based on the personal opinion and the fun that comes from developing it)
- give the client the possibility to move the weapon to the right as a clientside preference (option also in menu, e.g.: weapon position: "same as server", "force right"). This way one could vote for shootfromeyes, but the gun is moved to the right due to the clients preference, and this way we can have the nexgun beam drawn from this right side as well. DivVerent stated that this was the only way, because in this case the CLIENT decides that he wants the "suckage" of the view rather than having a proper view-presentation (view is broken as projectiles come from eye and not the wpn's position, and also the nexgun beam can sometimes go through edges of the map). As a technical side-note: divVerent said that in the long run this should be done really client-side (networking the weapon-entity as CSQC entity, but I don't have enough knowledge to do that, maybe he will do it some time, he said there were other good reasons to eventually do that anyway), but for now it could be done using the pseudo-clientside mode (customizeentityforclient stuff)
So I'll try to code something like this, but my time is really very limited these days.
Also, I think that all guys here that are against shooting from eyes have not really clue why the other party wants it so bad. The reason is not because other games have it. It's just that these other games have it because THEIR playerbase also wanted it - so, what is it?: when playing competitively, having a difficult match against an equally strong opponent where every small move counts can easily be fucked up by exactly such a moment, where you didn't think of the
handicap the game put on you that you have to move really towards the edge (to a degree that you almost slip off it) just to be able to shoot a rocket downwards. A good example is aggressor when you are on the platform where the armor and hagar are next to each other, and you want to shoot down to the rocketlauncher-platform. Shooting in your foot happens often there, and it's just annoying, even when that's not happening so often. But when that happens in an important moment of a game, it just sucks.