0000438: Seperate weapon-sprite bobbing from screen-bobbbing

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0000438: Seperate weapon-sprite bobbing from screen-bobbbing

Postby unRyker » Sun Apr 30, 2017 6:04 pm

https://mantis.zdoom.org/view.php?id=438
0000438: Seperate weapon-sprite bobbing from screen-bobbbing
As seen in Zandronum Community Client with the command 'zcc_viewbob'. (Source code available)
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Joined: 28 Jul 2015
Location: United States

Re: 0000438: Seperate weapon-sprite bobbing from screen-bobb

Postby unRyker » Sun Apr 30, 2017 6:04 pm

This could make movement feel a lot better for some that use 'movebob 0' and prefer to be as accurate with weapons as possible.
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Joined: 28 Jul 2015
Location: United States

Re: 0000438: Seperate weapon-sprite bobbing from screen-bobb

Postby Major Cooke » Sun Apr 30, 2017 6:04 pm

You can do this yourself using A_OverlayOffset.
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Major Cooke
Slaughterer of Sewers
 
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Re: 0000438: Seperate weapon-sprite bobbing from screen-bobb

Postby unRyker » Sun Apr 30, 2017 6:04 pm

Yes, but can become exhausting especially with weapon packs that are really only played temporarily. However, with such a statement like that: Why is wbobspeed part of the engine when we can do it ourselves with Weapon.BobSpeed? Why not allow more acessibility to the players-- just choosing how they want to make their perspective look like to their taste in this case?
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Joined: 28 Jul 2015
Location: United States

Re: 0000438: Seperate weapon-sprite bobbing from screen-bobb

Postby Graf Zahl » Sun Apr 30, 2017 6:04 pm

I haven't made any plans how to expose bobbing to scripting yet so this will have to wait until the time comes.
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