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Requires GZDoom 4.1.3 or higher. OpenGL renderer only!
Features:
- Quake-like strafe tilting, movement tilting, turn/look tilting, underwater tilting and death tilting that all play nice with each other
- Alters your view roll additively (not absolute), so in theory, it SHOULD play nice with other mods that alter roll additively too*.
- Custom "Tilt Options" menu that does not override other mods' menus (see video) and has a fancy help text/tooltip system on screen
- No player classes, meaning it is 100% compatible with any other mod
- Written in ZScript
* This is important. If any mod is setting the player view roll to some absolute value, then obviously that mod will win, all previous roll values will be lost and there is nothing I can do about that.
Mod authors: you can forcefully disable Tilt++ by taking away "Z_TiltMe" from the player (A_TakeInventory("Z_TiltMe") for example). Be sure to also set the player's roll to 0 after you remove the item too, to ensure a completely neutral camera roll.
Update July 10th 2019:
v1.65
- Version bump to GZDoom 4.1.3.
- Fixed a small bug that would sometimes set the view roll incorrectly under rare circumstances.
- Added Github repository
Spoiler: Old updates
Update December 28th 2018:
v1.6
- Alters your view roll additively (not absolute), so in theory, it SHOULD play nice with other mods that alter roll additively too*.
- Added turn tilting. When you turn your view with your input device (mouse, joystick, keyboard, whatever), the view will tilt.
- Fixed the tooltip placement in the configuration menu.
- Updated ZScript directive to version 3.7.0.
* This is important. If any mod is setting the player view roll to some absolute value, then obviously that mod will win, all previous roll values will be lost and there is nothing I can do about that.
Update July 25th 2017:
- Make the tilt stabilization stop when the roll value is a very tiny amount close to 0. This may or may not help with mouselook jittering.
- Fixed: strafe tilting "reverse" option did nothing.
Update July 23rd 2017:
- Heavily re-wrote most of the mod. As a result, a bug that would result in jitter when you jump is fixed, as well as overall cleaner code and hopefully better feel. Please reset all TiltPlusPlus settings to default as your old settings might not play well with the new tilting algorithm! Here are the new defaults for reference:
// Tilt++ CVars
// Strafe tilting
server bool sv_strafetilt = true;
server bool sv_strafetiltreversed = false;
server float sv_strafetiltspeed = 1.0;
server float sv_strafetiltangle = 0.5;
// Movement tilting
server bool sv_movetilt = true;
server float sv_movetiltspeed = 15.000;
server float sv_movetiltangle = 0.015;
server float sv_movetiltscalar = 0.5;
// Underwater tilting
server bool sv_underwatertilt = true;
server float sv_underwatertiltspeed = 0.8;
server float sv_underwatertiltangle = 0.2;
server float sv_underwatertiltscalar = 1.0;
// Death tilting
server bool sv_deathtilt = true;
- Exposed underwater tilt settings
Update June 14th 2017:
- Fixed mod compatibility issue
- Fixed faulty logic that would make the tilting simply not work
- Mod version number is now printed in the Options screen
- Toned down some of the default Tilt++ settings
- Disabled move tilting by default
- Rewrote menu tooltip code, the correct way. Much better!
You must credit "Nash Muhandes" if you add this mod into your mods. No need to ask for my permission, just credit me.
Thank you for the previous 19000+ downloads!
Wanna chat about my mods? Join my studio's Discord server, Mischief Donut!
I spend an uncountable amount of hours making mods. Consider supporting me on Patreon for cool benefits!
Last edited by Nash on Sat Feb 15, 2025 6:08 am, edited 39 times in total.
How it feels to play the mod with every one of its sliders pushed to the max:
Spoiler:
Now, for a serious bit!: I think the default settings may be a little too high, but once I adjusted it to my liking and preference, it's really charming for the game and I can see it being really popular for realism mods-- maybe Hideous Destructor will see this being included? Anyways good work as always, Nash!