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[Deprecated] Quake-style strafe tilting

PostPosted: Wed Feb 11, 2015 1:44 pm
by Nash
03/03/2017: This mod has been deprecated. Please use Tilt++ instead.

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 1:47 pm
by xenoxols
Nash wrote:Open source released under GPL 3.0.


So I can't release sell this on my totally locked down quake strafing simulator(TM)?GPLv3 is best GPL.

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 1:48 pm
by Nash
I don't release sources, people bitch, I release sources, people bitch. LOL

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 1:49 pm
by xenoxols
I was joking. I like the GPLv3. Also the post had the wrong part crossed out before.

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 1:59 pm
by Zanieon
GG

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 2:02 pm
by Enjay
Nice. When I first saw this feature was a possibility I wondered if Quake style tilt-strafing might be possible. I thought I might have a go at implementing it myself. However, having now seen how you did it, I'm pretty sure I'd have made a mess of it.

To me this feels pretty good. It's there enough to be noticed but not so much that it becomes too obtrusive. Mind you, if you just strafe back and forth for a while, I'm pretty sure you'd get sea sick sooner or later. ;)

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 3:58 pm
by Sgt. Shivers
Oh wow, this is really getting me Psyched! Think of all the cool new stuff you can do with the camera tilting! Duke 3d/half life style death cams! Action Rolls! Really makes gzdoom feel more 3d, I love it!

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 4:02 pm
by YukiHerz
Nash strikes again.

I'm loving this, immediately gave a check to the source and it was easy to implement so i did to a mod, you deserve all the credits.

Nash ftw.

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 4:18 pm
by rsl
Wow! :D This is something I always dreamed about having...
Now I can stop envying modifications in Build Engine games! :P

Kudos :!:

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 8:24 pm
by Armaetus
Interesting mechanic added to Doom :)

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Wed Feb 11, 2015 10:36 pm
by Ral22
Wonderful! Thanks for this, and all the other work related to the camera roll, Nash!

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Thu Feb 12, 2015 7:59 am
by MG_Man
Nice! I see that GZDoom's aspect ratio correction is fixed too! (no longer stretched when looking all the way up or down)

Did you fix this or was it a separate change?

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Thu Feb 12, 2015 8:55 am
by Matsilagi
The QStuff mod could use something like this.
Nice work.

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Thu Feb 12, 2015 10:51 am
by Nash
Glad you're all liking it, everyone. Can't wait to see what other people are going to come up with. I'm currently cleaning up a "car physics*" demo where a 3D car model will properly orient itself to sloped terrain instead of just remaining flat and clipping through the slopes. It's a little inaccurate at the moment but for the most part it's working. I'll post that in a new thread soon.

*not sure if physics is the right word for it

MG_Man: Graf Zahl recently implemented PixelRatio for MAPINFO (GZDoom only) which allows you to set the pixel ratio to whatever you want... that "fix" you notice may be a benefit of that new feature (I think he fixed the wrong projection too while he was at it).

Re: Quake-style strafe tilting (GZDoom)

PostPosted: Thu Feb 12, 2015 11:02 am
by Seidolon
I was actually thinking about a feature like this lately and how it would make the game feel. Glad someone was able to do it.