[Deprecated] Quake-style strafe tilting

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Re: Quake-style strafe tilting (GZDoom)

Postby Nash » Sat Feb 21, 2015 10:04 am

The car physics demo will be released in a separate thread When It's Ready(TM). :D
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: Quake-style strafe tilting (GZDoom)

Postby Matsilagi » Sat Feb 21, 2015 10:10 am

Oh cool.
I will try learning something about the Doom engine to create a mashup between Doom and Carmageddon with your physics thing (probably will have to mod more stuff but, i guess that if i take enough time and dedication for it, it will be great).
Matsilagi
 
Joined: 01 Nov 2014

Re: Quake-style strafe tilting (GZDoom)

Postby Ozymandias81 » Sat Feb 21, 2015 11:02 am

Matsilagi wrote:Oh cool.
I will try learning something about the Doom engine to create a mashup between Doom and Carmageddon with your physics thing (probably will have to mod more stuff but, i guess that if i take enough time and dedication for it, it will be great).

Such a wondrous idea here.
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Quake-style strafe tilting (GZDoom)

Postby Matsilagi » Sat Feb 21, 2015 4:12 pm

Ozymandias81 wrote:
Matsilagi wrote:Oh cool.
I will try learning something about the Doom engine to create a mashup between Doom and Carmageddon with your physics thing (probably will have to mod more stuff but, i guess that if i take enough time and dedication for it, it will be great).

Such a wondrous idea here.


Well, yeah...
Im not sure about coding (since i dont know how coding works on Doom), however, on content porting i am the righ man.
The idea would be replace the weapons with powerups (RocketLauncher would be Slaughter Mortar, PlasmaGun would be Electro-Bastard Ray and so on), the car would be a bit smaller sized to fit Doom's default maps and would come with a jump system to make some maps completable (unlimited Kangaroo on Command), but yeah, just ideas for the moment.
Matsilagi
 
Joined: 01 Nov 2014

Re: Quake-style strafe tilting (GZDoom)

Postby raymoohawk » Sat Feb 21, 2015 4:39 pm

hey nash the tilting is awesome, i cant unuse it now!
User avatar
raymoohawk
 
Joined: 17 Jan 2014

Re: Quake-style strafe tilting (GZDoom)

Postby GuardStrike » Sat Feb 21, 2015 5:03 pm

Pic or it didn't happen.
GuardStrike
 
Joined: 04 Sep 2014

Re: Quake-style strafe tilting (GZDoom)

Postby Enjay » Sat Feb 21, 2015 5:13 pm

Download it. It's not even 3KB.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Quake-style strafe tilting (GZDoom)

Postby Onar4241 » Sat Feb 21, 2015 5:39 pm

DAMN.

If you could add the strafe effect from Black Mesa, I'll be beyond happy...
User avatar
Onar4241
I'm just a guy...
 
Joined: 03 Aug 2014
Location: New York

Re: Quake-style strafe tilting (GZDoom)

Postby Nash » Sun Feb 22, 2015 1:40 am

GuardStrike wrote:Pic or it didn't happen.


Image

anything 4 u brah
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

Re: Quake-style strafe tilting (GZDoom)

Postby NantoCodd » Sun Feb 22, 2015 9:32 am

Beautiful. I get it permanently autoloaded from now on! Now I can hope for drivable vehicle like the one on Duke Nukem Forever 2013.
User avatar
NantoCodd
 
Joined: 18 Jul 2013
Location: The Ultimate DOOUMB

Re: Quake-style strafe tilting (GZDoom)

Postby Mini--Joe » Sun Feb 22, 2015 10:35 pm

Is there a way to make the tilting more extreme, along with the mouse tilt? I want the tilt to tilt more depending on how quick you go, at least
User avatar
Mini--Joe
 
Joined: 27 Jul 2014

Re: Quake-style strafe tilting (GZDoom)

Postby Ral22 » Sun Feb 22, 2015 11:29 pm

Mini--Joe wrote:Is there a way to make the tilting more extreme, along with the mouse tilt? I want the tilt to tilt more depending on how quick you go, at least

There's a limiter within the code, setting it to 1.0 or -1.0 depending on the tilt direction. If you up that to, say, 2.0 you'll see a significant increase in the amount of tilting.
User avatar
Ral22
stoneshipMapper
 
Joined: 05 Sep 2010
Location: Land of Dawn and Thunder

Re: Quake-style strafe tilting (GZDoom)

Postby Mini--Joe » Mon Feb 23, 2015 12:43 am

Could somebody make a version of it with that? I really want to try it
User avatar
Mini--Joe
 
Joined: 27 Jul 2014

Re: Quake-style strafe tilting (GZDoom)

Postby SamVision » Mon Feb 23, 2015 1:46 am

So this is purely ACS right?
User avatar
SamVision
 
Joined: 13 Apr 2010
Location: Behind You

Re: Quake-style strafe tilting (GZDoom)

Postby Nash » Mon Feb 23, 2015 4:56 am

Sam: Yes... because I don't think it will be accepted as an executable feature... plus, I'm pretty sure Quake also implemented the same feature via its QuakeC module which can almost be viewed as the "scripted" part of Quake...
User avatar
Nash
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Github ID: nashmuhandes

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 0 guests