player.viewbop for custom PlayerPawn

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Expand view Topic review: player.viewbop for custom PlayerPawn

Re: player.viewbop for custom PlayerPawn

by Tormentor667 » Fri May 08, 2009 12:40 pm

That's indeed the best solution.

Re: player.viewbop for custom PlayerPawn

by Macil » Wed May 06, 2009 7:22 pm

Wagi wrote:IMO, the movebob speed should be determined by the player speed, while the intensity (how far it moves up and down) should be determined by viewheight.
This is definitely what should be done.

Whatever console cvars currently exist for view bob should just by multiplied by whatever value is given by these factors.

Re: player.viewbop for custom PlayerPawn

by Wagi » Wed May 06, 2009 6:53 pm

IMO, the movebob speed should be determined by the player speed, while the intensity (how far it moves up and down) should be determined by viewheight.

Re: player.viewbop for custom PlayerPawn

by Snarboo » Thu Apr 30, 2009 11:53 pm

It would be nice, if possible, to be able to set weapon bobbing on a per weapon basis, outside of the no bobbing flag. Some weapons you would expect to bob a lot, such as the pistol, where as the BFG would probably move very little.

Re: player.viewbop for custom PlayerPawn

by wildweasel » Thu Apr 30, 2009 10:53 pm

I would honestly love to have more customization in general in regards to view bobbing from an author's perspective. Bobbing amount, speed, etc. And a little bit of adjustment for the weapon sway, as well, would be appreciated.

Re: player.viewbop for custom PlayerPawn

by Tormentor667 » Thu Apr 16, 2009 7:44 am

Any news on this one?

Re: player.viewbop for custom PlayerPawn

by Delta » Thu Feb 19, 2009 5:42 pm

I'm in favor of this feature, as long as the player can change their bob after it's been set in PlayerPawn.

Re: player.viewbop for custom PlayerPawn

by Hasuak » Mon Feb 16, 2009 6:40 pm

Medricel wrote:But yeah, I think the best you're going to get without modifying players' configs is a suggestion to players to alter thier movebob value in your .txt file.
Which is completely fucking stupid.

Re: player.viewbop for custom PlayerPawn

by Medricel » Fri Feb 13, 2009 8:26 pm

Enjay wrote:Image
*twitch*
:evil:


But yeah, I think the best you're going to get without modifying players' configs is a suggestion to players to alter thier movebob value in your .txt file.

Re: player.viewbop for custom PlayerPawn

by Enjay » Fri Feb 13, 2009 8:21 pm

Image

Re: player.viewbop for custom PlayerPawn

by Xaser » Fri Feb 13, 2009 6:19 pm

Oh god, I feel so terrible for being the guy to do this, but it's a bit pet-peevy to a certain person (me) so I can't resist...

B-O-B

:P

Re: player.viewbop for custom PlayerPawn

by Tormentor667 » Thu Feb 12, 2009 1:37 am

That solution doesn't feel right, it's simply too hacky for my taste :(

Re: player.viewbop for custom PlayerPawn

by Rachael » Mon Feb 09, 2009 8:12 am

What you could do, and I've seen it done before, is just copy the user's config to a custom config file (only if it doesn't exist), and launch ZDoom executing a console script to set defaults (only if the config hasn't existed before), then afterwards, the player would be allowed to set their own options from there. I know it was done with one of the more recent Wolfensttein TC's, I forgot who did it but that's what he did.

After the first run, the bat file would load the alternate config, however, it would not reload the defaults again. I suppose it could have helped if he added in an alias "reloaddefaults" or something in case players wanted it, which would run the console script again, but it's still pretty simple to just delete the alternate config file. :P

Re: player.viewbop for custom PlayerPawn

by Tormentor667 » Mon Feb 09, 2009 7:52 am

Sure, but in my opinion it just sucks if the player has to load a custom cfg instead of simply loading a pk3... oh well... is it possible to put a cfg in a pk3?

Re: player.viewbop for custom PlayerPawn

by Enjay » Mon Feb 09, 2009 7:48 am

You custom cfg doesn't have to set everything, just the items that are important to your mod.

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