Better roll support

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Re: Better roll support

by jpalomo » Thu May 07, 2015 1:41 pm

I reverted those changes, but now the player has nothing to center the view back to normal (except using an acs script). I'll try to work on it this weekend if i have time.
Edit:
Huh, I guess it wasn't pushed to the master branch yet. It shows up in the changelog, but not on github. Unless I'm misinterpreting the changelog.

Re: Better roll support

by Nash » Thu May 07, 2015 1:24 pm

Am I correct to assume what I wrote previously isn't addressed and therefore anything that I've (or other users) made that uses roll commands has the possibility to break now? I don't understand why +centerview needs to touch roll. I though that is only relevant for view pitch...

Death upon roll shouldn't be enforced. Or if you absolutely need to have it, at least make it happen only once and not every tic so that mods can override it.

I haven't had the time to work on my projects and my forks' codebase is horribly out of date but hooo boy am I in for a lot of surprises when I start updating... =D

Re: Better roll support

by jpalomo » Thu May 07, 2015 1:09 pm

It seems this was added, but i never got around to adding the center roll command as suggested.

Re: Better roll support

by Edward-san » Sun Mar 22, 2015 7:33 am

Also, imho you should add a '+rollcenter' to reset the roll, so that you avoid touching the 'centerview' CCMD.

Re: Better roll support

by Nash » Sun Mar 22, 2015 5:55 am

-On death, players will have their roll reset to 0
-The 'centerview' CCMD will also reset roll to 0
Not too sure about these. Some people may want to roll the player's view on death like in Duke3D. I made a quick 'n dirty ACS example here. Same applies with the centerview. People might be creating special effects with roll (like a custom weapon animation that rolls the view while the weapon is being fired, think of a melee attack like in Skyrim, or strafe-tilting like Quake) and having the view "snap" back while these actions aren't finished performing will look glitchy.

Re: Better roll support

by jpalomo » Sun Mar 22, 2015 3:18 am

Since this really hasn't had much feedback, I will assume it is ok to create a pull request.

Re: Better roll support

by Nash » Tue Mar 03, 2015 8:45 pm

Just hit the report button on the first post to request it moved to CS.

Re: Better roll support

by Major Cooke » Tue Mar 03, 2015 4:28 pm

jpalomo: Might get a bit more attention if you put this up in code submissions.

Re: Better roll support

by Gez » Sun Feb 22, 2015 2:27 am

A good joystick.

Re: Better roll support

by Nash » Sun Feb 22, 2015 1:45 am

I never understood roll input... what kind of device do you have to use to utilize it? Will a Wiimote work? =D Also how is the Oculus Rift handling head tilting? Does it not internally send roll input commands?

Re: Better roll support

by Major Cooke » Sat Feb 21, 2015 6:46 pm

edward: Graf said anything GZDoom related needs to have compatibility for ZDoom (by simply doing nothing in it). He's going about it the same way Nash did so it should be just fine.

Anyway, I would recommend that this be toggleable in a way, because I plan on implementing an A_Shudder ability where I don't want this behavior to take effect... though I think I could probably just do it with a secondary roll or something?

It'll shake the camera around like this.

Re: Better roll support

by edward850 » Sat Feb 21, 2015 6:02 pm

Likely wont happen as ZDoom has nothing it can do with such input.

Better roll support

by jpalomo » Sat Feb 21, 2015 5:47 pm

As I mentioned here, roll support is currently missing a few key features, such as input controls (keyboard and joystick support) and [wiki]GetPlayerInput[/wiki] support. I've made a separate branch on my fork to work on it and test it. Attached is a patch file that can be used with GZDoom. I used this ACS script to test it:

Code: Select all

Int stick_roll;

Script "Test 1" Enter
{
	While (True)
	{
		stick_roll = GetPlayerInput (-1, Input_Roll);
		HUDMessage(s:"stick: ", i:stick_roll, s:"\n", s:"roll: ", i:GetActorRoll(0); HUDMSG_PLAIN, 1, CR_UNTRANSLATED, 0.15, -0.85, 0);
		Delay (1);
	}
}
I've made appropriate changes to my fork of ACC as well. So far, everything seems to be working, but I will need someone to look over it to make sure I didn't miss something.
Attachments
roll.zip
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