0000438: Seperate weapon-sprite bobbing from screen-bobbbing

These are not rejected - but are not considered highly important right now.

Moderator: GZDoom Developers

User avatar
unRyker
Posts: 170
Joined: Tue Jul 28, 2015 6:30 am
Location: United States

0000438: Seperate weapon-sprite bobbing from screen-bobbbing

Post by unRyker »

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)
User avatar
unRyker
Posts: 170
Joined: Tue Jul 28, 2015 6:30 am
Location: United States

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

Post by unRyker »

This could make movement feel a lot better for some that use 'movebob 0' and prefer to be as accurate with weapons as possible.
User avatar
Major Cooke
Posts: 8096
Joined: Sun Jan 28, 2007 3:55 pm

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

Post by Major Cooke »

You can do this yourself using A_OverlayOffset.
User avatar
unRyker
Posts: 170
Joined: Tue Jul 28, 2015 6:30 am
Location: United States

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

Post by unRyker »

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?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48377
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

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

Post by Graf Zahl »

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

Return to “On Hold Suggestions”