Weapon Sway - ZScript Edition! [dead]

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.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Weapon Sway - ZScript Edition! [dead]

Post by Nash »

Abandoned, go use that other mod
Last edited by Nash on Thu Apr 23, 2020 3:26 am, edited 6 times in total.
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by MrJohnny »

Awesome, thanks for this! Also, could you possibly consider adding a slider to adjust the intensity of the sway? To me, it seems a bit more intense than the non-zscript version.
User avatar
Enjay
 
 
Posts: 26571
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by Enjay »

While this is cool and clever and all (and, as usual, well done to Nash for doing it) I think it has also helped me identify exactly what that "sloppy" "weapons lagging behind the mouse movement" effect in modern games that I was moaning about some time ago is caused by.

viewtopic.php?f=12&t=61392&p=1065036#p1065036

:lol:
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by StroggVorbis »

Enjay wrote:While this is cool and clever and all (and, as usual, well done to Nash for doing it) I think it has also helped me identify exactly what that "sloppy" "weapons lagging behind the mouse movement" effect in modern games that I was moaning about some time ago is caused by.

viewtopic.php?f=12&t=61392&p=1065036#p1065036

:lol:
Also known as inertia :P
User avatar
Enjay
 
 
Posts: 26571
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by Enjay »

Indeed, but when I'm holding something in front of me and I move around, it tends not to fall behind in such a pronounced or "I'll catch up with you later" manner.

Anyway, sorry for the slight derail. The mod is cool, even if it's not really to my taste. :)
User avatar
Cherno
Posts: 1321
Joined: Tue Dec 06, 2016 11:25 am

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by Cherno »

I wonder, wouldn't it look better if the weapon lagged behind the turning motion instead?
User avatar
Pixel Eater
 
 
Posts: 667
Joined: Wed Aug 02, 2017 12:31 am
Location: In between the Moon and you, between the buried and me.

Re: Weapon Sway - ZScript Edition! (0.9b)

Post by Pixel Eater »

That's what the inverse option does. I like it, it seems more realistic because eyes are faster to turn.
How long before we get independent neck movement though? :wink:
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Nash »

Small update: 0.91b

- Fixed chainsaw bug
User avatar
Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Agitatio »

Is it possible to make weapons center when firing from your end? Some mods don't have problem with that, but some do. Looks especially weird with tracers.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Nash »

Grigori wrote:Is it possible to make weapons center when firing from your end? Some mods don't have problem with that, but some do. Looks especially weird with tracers.
It should already be doing that. Have you downloaded the latest version in the OP?
User avatar
Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Agitatio »

Nash wrote:It should already be doing that. Have you downloaded the latest version in the OP?
Yep. I downloaded it the same day I wrote that. I can't test all my mods right now, but the ones I remember to encounter that issue in were Faspons and Brutal Doom.
User avatar
Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Trusty McLegit »

Actually I was just going to ask the opposite of that, would it be possible to have an option for the weapon not to snap to center when firing? Right now it looks like the weapon can't decide where it wants to be. Also, not sure how hard this would be to implement but it would be cool if the sway slowed down the farther from center it gets (kinda like most source games) as I feel that would look and feel more natural and would fix the weapon just stopping on a dime when you hit the edge of the sway range.
User avatar
BROS_ETT_311
Posts: 219
Joined: Fri Nov 03, 2017 6:05 pm

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by BROS_ETT_311 »

Love that this has finally been zscriptified! The former ACS version required a bit too much trickery to be worth using all that often, but this...well, "it just works". This is especially true with just about any weapon mod that uses 3d models for the weapons, which definitely makes this a go to for me. Unfortunately, when it comes to the world of sprites, there doesn't seem to be a lot of mods with extended sprite hands to make the vertical sway option worth it. Maybe I'm just unaware of said mods, but the only one I can think of is Vanilla as Fuck by JoeyTD. Shame too, because I love the jumping inertia effect when using that option! Don't suppose there's a way to not have that effect tied to the vertical sway option, is there?

*EDIT
Just noticed a weird kind of stutter effect with weapons that use "offset" functions, though not sure if this is specific to any particular axis. I know this mod isn't exactly high priority at the moment, what with your release of nashgore ve and all, but might be worth looking into. Perhaps finding some way to have the script ignore offset commands through a check system.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by Nash »

BROS_ETT_311 wrote:Don't suppose there's a way to not have that effect tied to the vertical sway option, is there?

*EDIT
Just noticed a weird kind of stutter effect with weapons that use "offset" functions, though not sure if this is specific to any particular axis. I know this mod isn't exactly high priority at the moment, what with your release of nashgore ve and all, but might be worth looking into. Perhaps finding some way to have the script ignore offset commands through a check system.
The problem with the vertical option is, even if I enable it ONLY for the jump inertia, you will start to see glitchy graphics as some weapon sprites literally cut off as soon as it touches the status bar.

About the weapon offset issue, can you recommend me an example mod where I can test this issue?
User avatar
BROS_ETT_311
Posts: 219
Joined: Fri Nov 03, 2017 6:05 pm

Re: Weapon Sway - ZScript Edition! (0.91b)

Post by BROS_ETT_311 »

Sure! Check out: QCDE; Trailblazer; Led's Generic Weapon Mod

The tribolt from QCDE is a good place to start. Should reproduce the issue just fine.
Nash wrote:The problem with the vertical option is, even if I enable it ONLY for the jump inertia, you will start to see glitchy graphics as some weapon sprites literally cut off as soon as it touches the status bar.
That makes sense. I actually did a work around for the cut off by lowering the Y sensitivity along with changing the "Vel.z *" value within the script. The effect is more subtle than I like, but it's there and technically functional...I think. Mind you, I'm no coder and have no idea what I'm doing, so there's that. I'll PM an example you can check out or here works too https://www.dropbox.com/s/lrim5j83r4kqn ... 1.pk3?dl=0

Return to “Abandoned/Dead Projects”