[Deprecated] Quake-style strafe tilting

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Re: Quake-style strafe tilting (GZDoom)

Postby Onar4241 » Sat Feb 28, 2015 3:34 am

Is it possible to include the same camera effect from Black Mesa? In my opinion it really it was something in-gameplay.
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Re: Quake-style strafe tilting (GZDoom)

Postby Tormentor667 » Sat Feb 28, 2015 5:53 am

Now we need a death-cam :)
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Re: Quake-style strafe tilting (GZDoom)

Postby YukesVonFaust » Sat Feb 28, 2015 6:06 am

ZDoom already had a death-cam, Torm.
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Re: Quake-style strafe tilting (GZDoom)

Postby Enjay » Sat Feb 28, 2015 6:07 am

ZDoom already has a built in death camera (view switches to chasecam as you die). I have it on by default.

Spoiler:


Unless you mean something like the Wolfenstein DeathCam™ and I'm sure I've seen that done via ACS already too. Or maybe the Duke Nukem style tilted viewpoint when you die?
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Re: Quake-style strafe tilting (GZDoom)

Postby Tormentor667 » Sat Feb 28, 2015 10:16 am

Sorry, I guess I expressed myself wrong, I mean Duke's tilted viewpoint when dying, exactly.
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Re: Quake-style strafe tilting (GZDoom)

Postby Enjay » Sat Feb 28, 2015 10:41 am

I thought that might be what you meant. In fact, it was one of the first things that I thought might be possible when I heard this feature was being added. I wonder how it would enhance the Heretic/Hexen-style "skullpop" deaths too.
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Re: Quake-style strafe tilting (GZDoom)

Postby Nash » Sat Feb 28, 2015 11:38 am

Something like this?

EDIT: this doesn't work when ran together with gz-qtilt. It's because the Quake tilting code specifically resets the player's roll which will of course, overwrite the death tilt. I'll update gz-qtilt at some point to be more friendly with "plugin" mods that alter the player roll. Or if you're patient/impatient, you can merge them both your self, it shouldn't be hard. But if you're curious how Duke's death tilt will look like in Doom, run this mod alone... I wrote it in like 2 minutes as a proof of concept
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Re: Quake-style strafe tilting (GZDoom)

Postby Xeotroid » Sat Feb 28, 2015 1:57 pm

Oh my god. This is amazing.

Only thing that's missing now is the drunk / poisoned effect from Blood, where the camera starts spinning a little (and some blur is added, but I think the dizzy camera spin is enough).
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Re: Quake-style strafe tilting (GZDoom)

Postby Enjay » Sat Feb 28, 2015 3:36 pm

Haha! Very nice, very cool. Good job Nash. :)

However, it doesn't work with skullpop (not sure if it can). If you try it in Heretic and use the "kill" console command to gib the player, you see the screen tilt momentarily but then the camera shifts to the view from the popped skull and, as a result, it resets to the normal untilted angle.
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Re: Quake-style strafe tilting (GZDoom)

Postby Nash » Sat Feb 28, 2015 7:18 pm

Enjay: I think that's because the camera is not the player (which the SetActorRoll command was used on prior)... I don't think there's a way to access this floating camera from ACS...
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Re: Quake-style strafe tilting (GZDoom)

Postby Tormentor667 » Sun Mar 01, 2015 4:01 am

Enjay wrote:Haha! Very nice, very cool. Good job Nash. :)

Indeed :) Unfortunately I am not able to combine this with QTILT myself, I am a bit limited in terms of scripting
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Re: Quake-style strafe tilting (GZDoom)

Postby Kizoky » Sun Mar 01, 2015 7:44 am

Amazing!

Will this thing work with ZDoom at all?
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Re: Quake-style strafe tilting (GZDoom)

Postby Onar4241 » Sun Mar 01, 2015 8:05 am

KiLerZolika wrote:Amazing!

Will this thing work with ZDoom at all?


Unfortunately it doesn't. Tried it and no effect.
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Re: Quake-style strafe tilting (GZDoom)

Postby Ozymandias81 » Sun Mar 01, 2015 12:01 pm

For people who needs QTilt+MaxED stuff, here you are such scripts all-in-one ACS (I'm doing this because I think they're free):

Spoiler:

You'll just need to compile this inside an ACS source file with most recent acc.exe, then add it inside LOADACS lump into your wad/pk3 file.
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Re: Quake-style strafe tilting (GZDoom)

Postby Enjay » Sun Mar 01, 2015 12:42 pm

Nash wrote:Enjay: I think that's because the camera is not the player (which the SetActorRoll command was used on prior)... I don't think there's a way to access this floating camera from ACS...

The player's view switches to the Classes:BloodySkull actor that pops out of the player when A_SkullPop is called. I don't know enough about it to even start making sensible guesses as to how or whether it might be possible to use the tilt via this actor.
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