Proper zoom function for weapons

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Re: Proper zoom function for weapons

by HotWax » Fri Jul 03, 2009 9:37 pm

SoulPriestess wrote:MomX/Y/Z is referenced a lot in the GL renderer, and was actually what I was referring to.
Heh. Would a simple refactor fix all the instances of those variables in one sweep though?

Re: Proper zoom function for weapons

by David Ferstat » Fri Jul 03, 2009 8:09 pm

Enjay wrote:Could be this:

Code: Select all

- Enough with this "momentum" garbage. What Doom calls "momentum" is really
  velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.
Yay! This has been bugging me for a while.

Re: Proper zoom function for weapons

by Rachael » Fri Jul 03, 2009 3:27 pm

MomX/Y/Z is referenced a lot in the GL renderer, and was actually what I was referring to.

Re: Proper zoom function for weapons

by Enjay » Fri Jul 03, 2009 3:26 pm

Could be this:

Code: Select all

- Enough with this "momentum" garbage. What Doom calls "momentum" is really
  velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.

Re: Proper zoom function for weapons

by Rachael » Fri Jul 03, 2009 3:19 pm

Graf Zahl wrote:The fact that Randy went crazy and renamed some variables just for the sake of it will also delay a new GZDoom update by at least another day.
I've already fixed the renderer issues if that's what you're referring to. The problem that I have with merging the code was the joystick code. I doubt you would, but you're free to use my merge-in if you want. It's available here: http://svn.drdteam.org/experimental/gzd ... M.diff.bz2

If you do, though, I would strongly urge you to look at the joystick code. Also, don't forget to add the file src/win32/i_xinput.cpp - if it is missing, you will get a linker error. You'll also have to add it to gzdoom.vcproj.

I'm sure the vcproj file is updated in the diff, but I'm not sure if the i_xinput.cpp is, now that I think about it I don't think so.

Re: Proper zoom function for weapons

by Graf Zahl » Fri Jul 03, 2009 2:56 pm

Indeed, Ive been back for 2 hours now so don't expect any work before Sunday.

The fact that Randy went crazy and renamed some variables just for the sake of it will also delay a new GZDoom update by at least another day.

Re: Proper zoom function for weapons

by Enjay » Thu Jul 02, 2009 2:49 pm

Also, Graf said that he was going away on vacation for a week or so.

Re: Proper zoom function for weapons

by Rachael » Thu Jul 02, 2009 2:16 pm

XutaWoo wrote:Goddamnits, Graf, update the GZDoom SVN soon. :P
No need.
http://svn.drdteam.org/experimental/gzdoom-r1701-base-r375M.zip
http://svn.drdteam.org/experimental/gzdoom-r1701-base-r375M.diff.bz2

Though admittedly, I trust his updates over mine, the damn thing compiles and works. Or at least, it seems to. ^^ (*knock on wood*)

Re: Proper zoom function for weapons

by XutaWoo » Thu Jul 02, 2009 2:14 pm

Goddamnits, Graf, update the GZDoom SVN soon. :P

Re: Proper zoom function for weapons

by Enjay » Thu Jul 02, 2009 8:14 am

Project Dark Fox wrote:Holy crap! Since when?!
Yesterday. ;)

Re: Proper zoom function for weapons

by Project Shadowcat » Thu Jul 02, 2009 7:36 am

randee wrote:Crosshairs are stored per-weapon.
Holy crap! Since when?!

Re: Proper zoom function for weapons

by Rachael » Thu Jul 02, 2009 3:36 am

Enjay wrote:So, it looks like everyone can be happy for once. :biggrin:
*snaps fingers*
That only exists in dreams, my friend. :P

Re: Proper zoom function for weapons

by Enjay » Thu Jul 02, 2009 3:19 am

So, it looks like everyone can be happy for once. :biggrin:

Re: Proper zoom function for weapons

by InsanityBringer » Wed Jul 01, 2009 6:44 pm

randee wrote: [*]Why would it need to alter your config? If you don't like a weapon using its own crosshair, you can set crosshairforce to true to only use yours.[/list]
Yay I get to keep cross 1 despite what the modder wants :P

Re: Proper zoom function for weapons

by randi » Wed Jul 01, 2009 5:40 pm

Nash wrote: I don't see any way of resetting the crosshair back to whatever the user was using before. Or does it automatically revert back to the player's configured crosshair when switching weapons? I trust this function doesn't change anything in the INI though...
  1. Use 0.
  2. Crosshairs are stored per-weapon.
  3. Why would it need to alter your config? If you don't like a weapon using its own crosshair, you can set crosshairforce to true to only use yours.

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