Optional Doom v0.4 Style Move Bobbing

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Expand view Topic review: Optional Doom v0.4 Style Move Bobbing

Re: Optional Doom v0.4 Style Move Bobbing

by WallyTheBoogieBug » Sun Apr 22, 2012 7:45 am

In addition to the Alpha-style bobbing option, there should be a toggle option that disables the camera bobbing up and down and only keeps the weapon sway. That way my accuracy will be as correct as possible at all times whilst keeping the idea that my character is moving around.

Re: Optional Doom v0.4 Style Move Bobbing

by Snarboo » Sun Apr 08, 2012 12:50 pm

I have to agree, let the user decide what the maximum y-boblimit should be. If they don't change out the graphics to compensate for the sprite being cut off, that's their problem. :p

Re: Optional Doom v0.4 Style Move Bobbing

by NeuralStunner » Sun Apr 08, 2012 12:33 pm

Well, I think higher than default would be okay, it would be the modder's responsibility to provide sprites that compensate. (For example, alpha sprites go a whole 32 pixels below the baseline, and would work fine. Most sprites aren't made like this unfortunately.)

Re: Optional Doom v0.4 Style Move Bobbing

by Ryan Cordell » Sun Apr 08, 2012 1:10 am

I'd say I should give y-boblimit another go, although constrain the maximum to be the default value, so the weapon graphic doesn't look cut off.

Re: Optional Doom v0.4 Style Move Bobbing

by NeuralStunner » Sat Apr 07, 2012 9:43 pm

Xaser wrote:Hmm, after trying the test wad, I have to say that this is pretty neat but could still benefit from a "BobLimit"-type variable for the y axis as well.
I mentioned it to Ryan, he said he tried but it wasn't working well at all.
Xaser wrote:The fact that you have to suggest that the user change one of their settings is a pretty clear indication that something's missing.
No, just that I find the default view bob pretty nauseating, and it looks even stranger once you change how the weapon bobs. (Although I'd love to see a customized default viewbob for player classes.)

Re: Optional Doom v0.4 Style Move Bobbing

by Xaser » Sat Apr 07, 2012 9:26 pm

Hmm, after trying the test wad, I have to say that this is pretty neat but could still benefit from a "BobLimit"-type variable for the y axis as well. The fact that you have to suggest that the user change one of their settings is a pretty clear indication that something's missing.

Re: Optional Doom v0.4 Style Move Bobbing

by hfc2x » Sat Apr 07, 2012 4:53 pm

Ryan's implementation is closer to Doom v0.5 than to v0.4, but it's still really good and would satisfy most people's needs, since most people seem to prefer setting things via DECORATE rather than menu options.

Re: Optional Doom v0.4 Style Move Bobbing

by NeuralStunner » Sat Apr 07, 2012 2:27 pm

That's what the Wiki is for? The only time I've had problems with "which property is which" is with [wiki=A_SpawnItemEx]mile-long action functions[/wiki]. :shrug:

Re: Optional Doom v0.4 Style Move Bobbing

by Xaser » Sat Apr 07, 2012 2:17 pm

NeuralStunner wrote:Only suggestion I have is putting everything into a single Weapon.Bob property.
Why? That'd just serve to make things more confusing, if you mean something like 'Weapon.Bob "Alpha", 100, 8", because then you'd have to remember what those magic numbers mean.

Re: Optional Doom v0.4 Style Move Bobbing

by NeuralStunner » Sat Apr 07, 2012 2:10 pm

Awesome! Didn't find a single thing wrong.

Test Mod - For best results, turn down MoveBob in your ZDoom settings.

Only suggestion I have is putting everything into a single Weapon.Bob property.

Re: Optional Doom v0.4 Style Move Bobbing

by Ryan Cordell » Sat Apr 07, 2012 8:30 am

I'll do one better than just submitting patches that might not work, here's an experimental build with the code in.
Weapon bob - Experimental build

An example of the code in use is:

Code: Select all

actor BobsPistol : replaces Pistol
{
  Game Doom
  Weapon.SelectionOrder 1900
  Weapon.AmmoUse 1
  Weapon.AmmoGive 20
  Weapon.AmmoType "Clip"
  Weapon.BobStyle "Alpha"
  Weapon.BobSpeed 100
  Weapon.BobLimit 8
  Obituary "oh gn0"
  +WEAPON.WIMPY_WEAPON
  Inventory.Pickupmessage "You got Bob's Pistol!"
  States
  {
  Ready:
    PISG A 1 A_WeaponReady
    Loop
  Deselect:
    PISG A 1 A_Lower
    Loop
  Select:
    PISG A 1 A_Raise
    Loop
  Fire:
    PISG A 4
    PISG B 6 A_FirePistol
    PISG C 4
    PISG B 5 A_ReFire
    Goto Ready
  Flash:
    PISF A 7 Bright A_Light1
    Goto LightDone
    PISF A 7 Bright A_Light0
    Goto LightDone
  Spawn:
    PIST A -1
    Stop
  }
}
let me know if there's any problems. I need suggestions/bugfixes before I can even think of submitting this fo' real.

Re: Optional Doom v0.4 Style Move Bobbing

by Dark-Assassin » Fri Apr 06, 2012 8:58 am

Ghastly_dragon wrote:
dark-slayer-201 wrote:Ok, i've managed to do it.
I think Ryan's implementation is a lot more flexible for users. It lets modders define how they want their weapons to bob.
Yes, i understand that and perhaps the best way would to well, use both.
ie. the cvar for default bobing unless otherwise defined in Ryan Cordell's code.

Not to sound selfish or something...
All i managed to do right now (and not knowing how easy enough it was) is just the part i suggested.

Re: Optional Doom v0.4 Style Move Bobbing

by Ghastly » Fri Apr 06, 2012 8:34 am

dark-slayer-201 wrote:Ok, i've managed to do it.
I think Ryan's implementation is a lot more flexible for users. It lets modders define how they want their weapons to bob.

Re: Optional Doom v0.4 Style Move Bobbing

by Ryan Cordell » Fri Apr 06, 2012 7:39 am

or you could modify it via acs, if the weapon properties (like what i posted above) were exposed to it.

Re: Optional Doom v0.4 Style Move Bobbing

by amv2k9 » Thu Apr 05, 2012 1:40 pm

Gez wrote:They tried various things until they found what looked best in their opinion.
It'd be nice if bobbing could be a weapon property. I have some beautiful angled sprites that tend to show off their cut-off while bobbing.
NeuralStunner wrote:...Honestly I'd rather see this as a full-featured property. Reverse bobbing could be achieved by checking for a negative vertical range. (Wouldn't be good to use it directly in math, for the reason stated above.) I for one would love a shorter, quicker motion, instead of the classic "lol hypnotism" wide and slow motion.
Even better, an extension to A_WeaponReady so that you could have different bobs for different states (sprinting, anyone?).

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