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Re: Quake-style strafe tilting (GZDoom)

Posted: Thu Feb 12, 2015 8:37 pm
by Ral22
Just as a quick add-on, I added onto this idea by allowing mouse yaw to affect the rotation too, akin to turning in Powerslave on the PSX. The altered version is available here: https://www.mediafire.com/?1mp06lg338i6xhm

Re: Quake-style strafe tilting (GZDoom)

Posted: Thu Feb 12, 2015 10:57 pm
by Nash
Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the same time...

Re: Quake-style strafe tilting (GZDoom)

Posted: Thu Feb 12, 2015 11:07 pm
by Ral22
Oh, yeah, it's totally possible to condense it all down into one. I left them separate so it's easier to distinguish them, in case someone just wants the yaw script and not the tilt script. If I was to use these features, I'd condense it down to one.

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 12:59 am
by SamVision
Oh this feels so surreal. :trippy:

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 3:05 am
by Enjay
Nash wrote:I wonder if it's just me, or does the mouse yaw effect feel a little jerky?
It's not just you. It seemed OK when I was merely standing still waving the mouse around to have a look, but when I started actually playing, there was definitely a jerkiness to the movement.

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 3:25 am
by DoukDouk
Awesome! I'm loving the new rolling and tilting code. It adds so much more! :D Maybe soon we can have flight sims?

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 3:49 am
by Kinsie
The strafe-tilt feels great! The mouse-tilt feels a little odd, though, but I can't really explain why.

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 8:50 am
by Nash
DoukDouk wrote:Awesome! I'm loving the new rolling and tilting code. It adds so much more! :D Maybe soon we can have flight sims?
That's what I'd like to see. I hope someone makes a Descent mod with full 6 degrees of movement!

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 10:16 am
by Zanieon
NASH!!! DON'T GIVE ME IDEAS, I STILL WANT FINISH HUNTER'S MOON!

Edit: btw, i ripped the assets from Descent 3 to Blender and even made a own remastered version of the level 1 music from Descent 1 just because the game completes 20 years this year, i could do such mod myself, but the reason why i will not go is right above this edit :?

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 3:08 pm
by MG_Man
Nash wrote:Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the same time...
I have a feeling this is because the game engine and therefore ACS scripts run at 35FPS, so it looks choppy if you're playing at 60.

Unless it does interpolation like it does for player input view changes. Maybe it was never implemented for roll yet?

EDIT: Failing that, it could simply have to do with the fact that mouse input is highly erratic. Even if you think you're moving your mouse at a constant speed, the values reported by it can still vary quite a bit. You can notice this if you use GlovePIE to map the mouse to a virtual joystick and look at it in the control panel. If you use the arrow keys to turn (guaranteed constant speed) or a joystick axis, it looks fine with no stuttering.

You will need to write some kind of smoothing algorithm.

However, I really think the lack of interpolation is the main cause of this. It seems perfectly fine with cl_capfps on.

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 4:51 pm
by Average
Just wanted to say that this is a great effect and really adds to the game. Is it safe to add it to my autoload list or is there the potential for clashes/conflicts with other mods?

Thanks for sharing this Nash. I really like it!

Re: Quake-style strafe tilting (GZDoom)

Posted: Fri Feb 13, 2015 11:37 pm
by Nash
You're welcome! There shouldn't be problems adding it to the autoload for now, although I imagine in future, other people will adapt the code and include it into their own mods...

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 14, 2015 4:43 am
by Average
Cool beans. Added to my autoload. Thanks again. :)

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Feb 15, 2015 9:10 am
by Big C
This goes REALLY nicely with Hideous Destructor. Adds a key little bit of immersion.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 21, 2015 9:44 am
by Matsilagi
Any updates about the car physics for GZdoom?
I have some ideas in mind (however, i will have to learn a lot about doom coding to do them).