Extended Weapon Bobbing Properties

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Re: Extended Weapon Bobbing Properties

by Xaser » Thu May 03, 2012 8:29 pm

The feature's in the latest SVN build. That patch is for the coding side of things -- to use it yourself, you'd have to compile the program yourself as well.

Re: Extended Weapon Bobbing Properties

by hitmanx » Thu May 03, 2012 8:08 pm

Forgive me but how do I use this?

I have no knowledge of .patch files.

Re: Extended Weapon Bobbing Properties

by Xaser » Thu May 03, 2012 7:15 pm

Regarding the MoveBob/Stillbob things: The fact that these are also user settings makes doing work on them difficult. At what point do I simply override the user's preference? It's not an easy question to answer, especially from my own modder-biased perspective -- if it were my port, I'd have the modder's settings take preference, though to some that would defeat the point of having them exposed to the user in the first place. It's a tricky balance.

As for the bob style, I could probably add in a "User" BobStyle that's set to the default and expose this through user options, but I feel that in order to make it useful to most, I'd also have to expose BobSpeed/BobRangeX/BobRangeY. That case is maybe a bit easier, though, since I'd just make the user-specified settings only apply if the BobStyle is "User," so modders can explicitly override it.

Re: Extended Weapon Bobbing Properties

by amv2k9 » Thu May 03, 2012 6:54 pm

Glad I held off on releasing a weapon mod today! This looks really cool!

Re: Extended Weapon Bobbing Properties

by Gez » Thu May 03, 2012 5:35 pm

Enjay wrote:... that occurs when a person runs.
oh god

Weapon.WalkBobType
Weapon.RunBobType

Re: Extended Weapon Bobbing Properties

by Enjay » Thu May 03, 2012 5:27 pm

Really enjoying this feature - far more than I expected to. I really like the alpha bob style. To me the sharp apex to the sway gives it just the right amount of jerkiness to simulate the foot-to-foot unevenness that occurs when a person runs.

Re: Extended Weapon Bobbing Properties

by wildweasel » Thu May 03, 2012 4:25 pm

Oh, any chance that a user could specify the "default" in a cvar or menu setting? I apologize if this is already in, but I wasn't able to find anything last night during my experimentation...

(Oh, if you want to recreate Outlaws/Dark Forces' bobbing, my recommended settings are bobstyle InverseSmooth, bobspeed 2.2, bobspeedX 0.7, bobspeedY 0.5.)

Re: Extended Weapon Bobbing Properties

by NeuralStunner » Thu May 03, 2012 12:48 pm

If you don't mind me borrowing your thread... A few considerations for anyone wanting to tackle a viewbob property:

I have MoveBob turned way down in my INI, and I'm sure others do as well. If the property is a straight multiplier, this is going to look a wee bit odd for anything not default. (If a mod turns it down as well, both mutlipliers are going to result in a near-nothing bobbing effect.) You'd want to use the property's setting instead of the user setting, possibly add an override for the CVar (such as, if negative override mod settings). Though if someone is cranking it up to 1.0 just to make people nauseous, kill them don't play their mod.

Also don't forget about StillBob. A great way to add a "breathing" movement that makes your character more lifelike.

And finally, make sure the property works with morphed player classes.

Re: Extended Weapon Bobbing Properties

by Xaser » Thu May 03, 2012 11:12 am

Sure can. Just set Weapon.BobRangeX to zero and adjust Weapon.BobSpeed/Weapon.BobRangeY to suit. If you want sine-wave-like Y-bobbing, you'll be most interested in the "Smooth" BobStyle.

Re: Extended Weapon Bobbing Properties

by CaptainToenail » Thu May 03, 2012 10:53 am

Oh wow, pure sex. :)

I expect this to be a staple of all weapon mods now. This could be extremely handy for giant mech player classes, tanks etc. where the original bobbing is just silly. Nice one. :D

edit: I haven't actually tried this patch, but can you make vertical bobbing only using the above options? Like Quake's silly up and down weapon bobbing?

Re: Extended Weapon Bobbing Properties

by Xaser » Thu May 03, 2012 10:46 am

It's probably possible to add as a multiplier similarly to how weapon bob is done now. At one point I was also looking at adding a way to modify player acceleration as well, and those two combined might be useful for that dungeon crawler of yours.

Don't get your hopes up too soon, though. I tend to choose very randomly what to work on at any given moment.

Re: Extended Weapon Bobbing Properties

by Nash » Thu May 03, 2012 2:20 am

Thank you so much for this Xaser! Now I don't have to rely on hard-coded stuff for my project anymore. :D

Any chance of you doing a tweakable "movebob" for the player? There are several open threads related to it...

Re: Extended Weapon Bobbing Properties

by Graf Zahl » Wed May 02, 2012 2:59 pm

ok, that was better

Re: Extended Weapon Bobbing Properties

by NeuralStunner » Wed May 02, 2012 1:40 pm

I think the engine somewhat scales on its own. Attempting to walk into a wall results in very little weapon movement, for example.

Re: Extended Weapon Bobbing Properties

by Enjay » Wed May 02, 2012 1:20 pm

I like the hypnotising sway. :trippy:

Seriously, this is a welcome submission. I haven't really messed with weapon bobbing hacks at all but these options being a proper part of the game will make tailoring the weapon bob much more interesting.

I wonder, do the bobs differ between crouched and uncrouched and can they be scaled according to the speed that the player moves? I'm guessing probably not but those might be nice options at some point, if they're possible.

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