subj.
Video
Link
http://www.mediafire.com/download/xg998 ... yclone.pk3
Also the maths is broken (angle is off near red lines here, in a wave-like way). I have a compensating crutch, but help with that is highly appreciated.
As usual, the license is take anything you want and do anything you want with it zzz.
Also thanks to Dynamo for the idea.
Cyclones-like aiming system in ZDoom
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Cyclones-like aiming system in ZDoom
Last edited by ZZYZX on Sat Aug 13, 2016 9:53 am, edited 1 time in total.
Re: Cyclones-like aiming system in ZDoom
Ha, that looks like a fun little thing to toy with, honestly. I wonder if anyone will eventually bother to make a rail shooter or somesuch with this. What's up with the music, though? It's kind of amazing in a weird way.
Re: Cyclones-like aiming system in ZDoom
Interesting! Is the aiming calculated correctly in both software and OpenGL (since software = Y-shearing and OpenGL = real perspective)? Just curious as I haven't had the time to play with this yet (I only watched the video).
This would definitely come in handy in future for VR-compatible GZDoom projects. Being able to use your hand to actually affect where you shoot is essential in VR I think!
This would definitely come in handy in future for VR-compatible GZDoom projects. Being able to use your hand to actually affect where you shoot is essential in VR I think!
Re: Cyclones-like aiming system in ZDoom
It doesn't allow you to change pitch. What shearing?
Also I doubt it can be used in proper mods because in 2016 we still got no way to lock player's angle and pitch without SetActorAngle/SetActorPitch. Means it will have noticeable jitter in uncapped and sometimes even in capped.
That's the primary problem.
Also I doubt it can be used in proper mods because in 2016 we still got no way to lock player's angle and pitch without SetActorAngle/SetActorPitch. Means it will have noticeable jitter in uncapped and sometimes even in capped.
That's the primary problem.
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Re: Cyclones-like aiming system in ZDoom
Sheering is what happens in the software renderer, where looking up and down produces an ever-more distorted view, while the OpenGL renderer has true 3D look. This can a difference in apparent angles when switching between the two, so Nash is asking if it's calibrated to be correct at extreme pitch angles for both.


Re: Cyclones-like aiming system in ZDoom
Caligari87 wrote:Sheering is what happens in the software renderer, where looking up and down produces an ever-more distorted view
Due to how original game worked, only horizontal looking is possible.ZZYZX wrote:It doesn't allow you to change pitch.
Also I've edited the script, it should now display more closely to the original weapons (i.e. moving smoothly), and also fixed vertical aiming imprecision (or rather, put another crutch. maaaaaaaaaaaaaaaaaaaaaaaths...)
Also shouldnt anymore display in the automap and work better with screenblocks 10 (but not smaller. because lazy.)