[Decorate] Player.MoveBob

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Rachael
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Re: [Decorate] Player.MoveBob

Post by Rachael »

No problem. :) I am glad to see it won't die in obscurity.
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Rachael
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Re: [Decorate] Player.MoveBob

Post by Rachael »

I think I am going to merge this into QZDoom.

At least then, it can get some proper testing.

Have you updated it, Nash? Do you have a proper branch for me to pull from?
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Nash
 
 
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Re: [Decorate] Player.MoveBob

Post by Nash »

Woops! I forgot about this! D: I'll do it today (wheee a day off work). I'll post an update here later!
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Re: [Decorate] Player.MoveBob

Post by Nash »

Eruanna wrote:(By the way, you can create pull requests directly from my branch, using the link provided)
Alright I did exactly this from the link you gave... now how would I go about updating conflicts if the PR gets dirty in future? It's not my fork and it doesn't exist in my copy, so... I'm a little confused here. :S
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Re: [Decorate] Player.MoveBob

Post by Rachael »

Then you'll have to close the PR, then create a zdoom clone ("git clone http://github.com/rheit/zdoom") then create a new branch ("git checkout -b decorate-viewbob") then pull my branch on top of it ("git pull http://github.com/raa-eruanna/qzdoom decorate-viewbob") - then resolve the conflicts whichever your favorite way (I personally use tortoisegit's diff tool) - then push the branch to your own repo. ("git push --repo=http://github.com/nashmuhandes/zdoom")

After that, decorate-viewbob should now appear as a new branch on your own repo, and you can create a pull request directly from there. For convenience Github will show that you've pushed the branch for up to an hour after you pushed it if you view any ZDoom-forked repository.
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Re: [Decorate] Player.MoveBob

Post by Rachael »

QZDoom now has this merged.
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Nash
 
 
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Re: [Decorate] Player.MoveBob

Post by Nash »

Sorry to pollute this thread with irrelevant discussion but if I'm going to take over this PR and will see to maintaining it until it gets into ZDoom - shouldn't I make a new thread, and this one closed as a duplicate?
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Rachael
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Re: [Decorate] Player.MoveBob

Post by Rachael »

Shouldn't be necessary. You're picking up where I left off on it, and ultimately you are continuing the same issue that I brought, so it belongs in the same thread, imo.

You might be able to, however, ask Randi to change the author of the opening post so that you can take control of it and update your links.
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Re: [Decorate] Player.MoveBob

Post by Nash »

Okay here's my PR. Can you just update your OP in the mean time? :) Thanks!

https://github.com/rheit/zdoom/pull/866
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Re: [Decorate] Player.MoveBob

Post by Rachael »

Will do.
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Re: [Decorate] Player.MoveBob

Post by wildweasel »

Eruanna wrote:You might be able to, however, ask Randi to change the author of the opening post so that you can take control of it and update your links.
As far as I'm aware, any global moderator can change a post's owner, so I've gone ahead and put Nash in charge of the OP.
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Re: [Decorate] Player.MoveBob

Post by Rachael »

Thank you, Wildweasel.

I think what's holding this back is the lack of peer review this feature is receiving. Would it be possible for any other devs to take a look at this and critique and/or sign-off on this?
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Re: [Decorate] Player.MoveBob

Post by Nash »

I've moved the bobbing adjustment to affect the view height in P_CalcHeight, not the velocity of the bobbing. This perfectly mimics the user altering their movebob CVar to compensate for modded player movement speeds and finally "feels" natural when played. It no longer has the "float-ey" problem I described in the first page.

Tested by replicating the values of the Blade of Agony player and with these properties, I finally don't feel like throwing up when moving around. :P

Code: Select all

// BoA player values
actor DoomPlayer2 : DoomPlayer replaces DoomPlayer
{
    player.viewbob 0.5
    player.forwardmove 0.5
    player.sidemove 0.5
}
 
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Re: [Decorate] Player.MoveBob

Post by Nash »

Graf you forgot to close this PR: https://github.com/rheit/zdoom/pull/866
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