Weapon bobbing based on actual movement speed

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Re: Weapon bobbing based on actual movement speed

by Ed the Bat » Mon Aug 26, 2013 11:27 am

I would assume morphed classes would require a flag to allow it, much like they now have for crouching. After all, adding new features should ideally not damage/break older behaviors, when avoidable.

Re: Weapon bobbing based on actual movement speed

by Xaser » Mon Aug 26, 2013 10:43 am

The features could be linked, I guess. Currently there's some sort of exclusion in the code that stops morphed actors from ever bobbing since that's how Raven did it, so this in theory could be used to nullify the bob for those classes instead and remove the hardcoded exclusion. That would mean that custom morph classes that don't inherit from chickens or pigs will suddenly start to bob, though, which might not be what folks want.

Re: Weapon bobbing based on actual movement speed

by Ed the Bat » Mon Aug 26, 2013 12:02 am

Xaser wrote:Bumping an old thread, but this is partially in, now that weapon bobbing is fully customizable. View bobbing, however, is not, and the OP sorta mentions that despite the title of the thread. If nothing else, this'll serve as a reminder to myself to get around to implement a movebob/stillbob multiplier (and perhaps also a general weapon bob multiplier for player classes that'll add to the weapon ones, in case of slower classes that use the same weapons).
I don't suppose luck would have it that this might also provide a means to allow morphed classes to have a viewbob? :3:

Re: Weapon bobbing based on actual movement speed

by Xaser » Sun Aug 25, 2013 7:39 pm

Bumping an old thread, but this is partially in, now that weapon bobbing is fully customizable. View bobbing, however, is not, and the OP sorta mentions that despite the title of the thread. If nothing else, this'll serve as a reminder to myself to get around to implement a movebob/stillbob multiplier (and perhaps also a general weapon bob multiplier for player classes that'll add to the weapon ones, in case of slower classes that use the same weapons).

Re: Weapon bobbing based on actual movement speed

by Sarah » Mon Dec 01, 2008 3:37 pm

Graf Zahl wrote:I say something about this I've been saying for years:

Many of the feature requests are only alive because Randy doesn't maintain this forum as much as he should.

I don't want to be the only one who decides alone if something is worth implementing. ZDoom is still Randy's project, not mine.
So are you agreeing with Hotwax? Is the thread basically dead then?

Re: Weapon bobbing based on actual movement speed

by Graf Zahl » Mon Dec 01, 2008 2:28 am

I say something about this I've been saying for years:

Many of the feature requests are only alive because Randy doesn't maintain this forum as much as he should.

I don't want to be the only one who decides alone if something is worth implementing. ZDoom is still Randy's project, not mine.

Re: Weapon bobbing based on actual movement speed

by Sarah » Sun Nov 30, 2008 7:06 pm

HotWax wrote:
bagheadspidey wrote:btw we're supposed to keep OT conversation out of the bug and features threads.
I don't think it matters anymore. Once a request thread hits page 3, I'm pretty sure it might as well be 6 feet under.

What is so wrong with adding a potentially simple fix and then dealing with fancy-shmancy "lets add custom controls for the arc and the cotangent and the quantum flux differential!!!11one" additions later?

Here's to more dead threads added to the feature request forum. Yippee. :shrug:
Great yeah. Ok. Well even if this is a dead thread, we should be grateful that this even got posted in the first place. Hopefully people will be more aware of some changes that could me made to make zdoom that much better. :D

Re: Weapon bobbing based on actual movement speed

by HotWax » Wed Nov 26, 2008 3:33 pm

bagheadspidey wrote:btw we're supposed to keep OT conversation out of the bug and features threads.
I don't think it matters anymore. Once a request thread hits page 3, I'm pretty sure it might as well be 6 feet under.

What is so wrong with adding a potentially simple fix and then dealing with fancy-shmancy "lets add custom controls for the arc and the cotangent and the quantum flux differential!!!11one" additions later?

Here's to more dead threads added to the feature request forum. Yippee. :shrug:

Re: Weapon bobbing based on actual movement speed

by bagheadspidey » Tue Nov 25, 2008 3:37 pm

Nero: take a look at this thread...

btw we're supposed to keep OT conversation out of the bug and features threads.

Re: Weapon bobbing based on actual movement speed

by Sarah » Tue Nov 25, 2008 2:57 pm

XutaWoo wrote:Yes.
Yes what?

Re: Weapon bobbing based on actual movement speed

by Sarah » Tue Nov 25, 2008 2:56 pm

Project Dark Fox wrote: I was going to say that you weren't supposed to take this personally, but rather, everyone needs to listen. :P
Yeah I know. I just get tired of it when people just bash everything a person says.

Re: Weapon bobbing based on actual movement speed

by Sarah » Tue Nov 25, 2008 2:54 pm

XutaWoo wrote:MAP01.
That doesn't make any sense. All of the mods I've ever played have had their own MAP01.

Re: Weapon bobbing based on actual movement speed

by Project Shadowcat » Tue Nov 25, 2008 1:40 pm

Nero wrote:
HotWax wrote:
Nero wrote:If it's something the community wants, it will be put in.
See, that's where you assume wrong. You could find a load of feature suggestions that haven't made it in despite demand from the community. In almost every case, you'll find that the request was overly-ambitious, and usually the thread is bloated out of control by somebody wanting to over-complicate an otherwise simple suggestion. Every time you post in this thread, you reduce any chance of the feature making it in the foreseeable future.

When it comes to feature suggestions, KEEP IT SIMPLE, STUPID!
You know, instead of getting pissy with me, you could just tell me to shut up.
I was going to say that you weren't supposed to take this personally, but rather, everyone needs to listen. :P

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