Once in a while, I find a map that has NoFreelook set in its MAPINFO definition. Frankly, I'd like to be able to decide for myself if I'm going to look up and down.
When a map disables jumping or crouching, I have the option to override that with sv_allowjump and sv_allowcrouch (which I set from the command line for convenience). Is there a similar option available to me for freelook?
... except that is the exact opposite of what Ed is asking. 0/10
Ed: sv_allowfreelook does not exist (yet). To the Suggestion Mobile!
(out of curiosity, what map is this that's forcing you nofreelook? Never thought such a thing was even possible :/)
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 12:30 pm
by merlin86
Just disable sv_nofreelook? Or maybe i'm missing something...
I mean: why should be exist sv_freelook if it is enough to disable sv_nofreelook? Just think opposite
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 1:31 pm
by Ed the Bat
Nash wrote:out of curiosity, what map is this that's forcing you nofreelook? Never thought such a thing was even possible :/
Wow. Remind me not to bother playing those; that's a flat-out deal breaker. (yes, I know I can just go in and edit those out, but I really don't like that the feature exists in the first place.)
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 3:12 pm
by Ed the Bat
I feel the same way. In fact, the only reason I didn't mention it before, when I found the first one there, was that I'd never seen it before, and just felt like pretending it didn't exist. But then this second one came out recently, and I have to admit the gimmick in it got my attention, so I was reminded of this issue.
I understand that inhibiting jumping or crouching (and I guess freelook) can be important to maintain progress flow in a map (though I think that's just a lazy way of compensating for not covering contingencies in the map properly...), and I accept that I may be in danger of sequence breaks if I jump/crouch anyway. But again, I feel that should be the one to decide how I play, and I'm thankful the console commands let me override these settings for jump/crouch. Jumping, crouching, and vertical aiming can be, and often are, important parts of my combat style (especially vertical aim for weapons with gravity-prone projectiles -- those need NOAUTOAIM), and I'm not keen on crippling my style just because a mapper wants me to.
merlin86 wrote:Just disable sv_nofreelook?
It is disabled.
merlin86 wrote:Or maybe i'm missing something...
Yes, you seem to be missing... pretty much everything about this.
merlin86 wrote:I mean: why should be exist sv_freelook if it is enough to disable sv_nofreelook?
Because it is not enough.
merlin86 wrote:Just think opposite
You seem to be doing a lot of that.
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 10:34 pm
by Cryomundus
Huh, it seems that no matter what option is toggled, if the author wants NoFreelook, you've got no option to overrule it, unlike crouching and jumping. It would seem that the only real thing you can do is open it up in SLADE and remove/comment out NoFreelook, as I've been unable to find any other solution.
Edit: I've always been the sort that if I can do it once using vanilla gameplay, then I'm free to use crouch and jump past whatever obstacle it may be since I've done the "official" route.
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 10:37 pm
by Ed the Bat
Similarly, I've opted to make a new patch file for the offending maps, containing a MAPINFO entry that redefines the maps without NoFreelook.
Thankfully, it's only been these two maps so far, as far as I know. It's just that, when You Dig came out and I found that there was a possibility of more maps coming out with this... 'feature', I felt that I should ask about ways to get around it, in case this becomes a growing concern.
And I usually avoid jumping/crouching to new places if I know the map was made with the intent that I not use them. I'd prefer to thoroughly explore the routes that the 'average Joe' was meant to follow anyway, so I get to see everything.
Re: Forced Freelook?
Posted: Sat Jul 05, 2014 11:53 pm
by jpalomo
I'd be willing to write a patch for it, but ran into an issue:
enum
{
DF_NO_HEALTH = 1 << 0, // Do not spawn health items (DM)
DF_NO_ITEMS = 1 << 1, // Do not spawn powerups (DM)
DF_WEAPONS_STAY = 1 << 2, // Leave weapons around after pickup (DM)
DF_FORCE_FALLINGZD = 1 << 3, // Falling too far hurts (old ZDoom style)
DF_FORCE_FALLINGHX = 2 << 3, // Falling too far hurts (Hexen style)
DF_FORCE_FALLINGST = 3 << 3, // Falling too far hurts (Strife style)
// 1 << 5 -- this space left blank --
DF_SAME_LEVEL = 1 << 6, // Stay on the same map when someone exits (DM)
DF_SPAWN_FARTHEST = 1 << 7, // Spawn players as far as possible from other players (DM)
DF_FORCE_RESPAWN = 1 << 8, // Automatically respawn dead players after respawn_time is up (DM)
DF_NO_ARMOR = 1 << 9, // Do not spawn armor (DM)
DF_NO_EXIT = 1 << 10, // Kill anyone who tries to exit the level (DM)
DF_INFINITE_AMMO = 1 << 11, // Don't use up ammo when firing
DF_NO_MONSTERS = 1 << 12, // Don't spawn monsters (replaces -nomonsters parm)
DF_MONSTERS_RESPAWN = 1 << 13, // Monsters respawn sometime after their death (replaces -respawn parm)
DF_ITEMS_RESPAWN = 1 << 14, // Items other than invuln. and invis. respawn
DF_FAST_MONSTERS = 1 << 15, // Monsters are fast (replaces -fast parm)
DF_NO_JUMP = 1 << 16, // Don't allow jumping
DF_YES_JUMP = 2 << 16,
DF_NO_FREELOOK = 1 << 18, // Don't allow freelook
DF_RESPAWN_SUPER = 1 << 19, // Respawn invulnerability and invisibility
DF_NO_FOV = 1 << 20, // Only let the arbitrator set FOV (for all players)
DF_NO_COOP_WEAPON_SPAWN = 1 << 21, // Don't spawn multiplayer weapons in coop games
DF_NO_CROUCH = 1 << 22, // Don't allow crouching
DF_YES_CROUCH = 2 << 22, //
DF_COOP_LOSE_INVENTORY = 1 << 24, // Lose all your old inventory when respawning in coop
DF_COOP_LOSE_KEYS = 1 << 25, // Lose keys when respawning in coop
DF_COOP_LOSE_WEAPONS = 1 << 26, // Lose weapons when respawning in coop
DF_COOP_LOSE_ARMOR = 1 << 27, // Lose armor when respawning in coop
DF_COOP_LOSE_POWERUPS = 1 << 28, // Lose powerups when respawning in coop
DF_COOP_LOSE_AMMO = 1 << 29, // Lose ammo when respawning in coop
DF_COOP_HALVE_AMMO = 1 << 30, // Lose half your ammo when respawning in coop (but not less than the normal starting amount)
};
// [BC] More dmflags. w00p!
enum
{
// DF2_YES_IMPALING = 1 << 0, // Player gets implaed on MF2_IMPALE items
DF2_YES_WEAPONDROP = 1 << 1, // Drop current weapon upon death
// DF2_NO_RUNES = 1 << 2, // Don't spawn runes
// DF2_INSTANT_RETURN = 1 << 3, // Instantly return flags and skulls when player carrying it dies (ST/CTF)
DF2_NO_TEAM_SWITCH = 1 << 4, // Do not allow players to switch teams in teamgames
// DF2_NO_TEAM_SELECT = 1 << 5, // Player is automatically placed on a team.
DF2_YES_DOUBLEAMMO = 1 << 6, // Double amount of ammo that items give you like skill 1 and 5 do
DF2_YES_DEGENERATION = 1 << 7, // Player slowly loses health when over 100% (Quake-style)
DF2_NO_FREEAIMBFG = 1 << 8, // Disallow BFG freeaiming. Prevents cheap BFG frags by aiming at floor or ceiling
DF2_BARRELS_RESPAWN = 1 << 9, // Barrels respawn (duh)
DF2_YES_RESPAWN_INVUL = 1 << 10, // Player is temporarily invulnerable when respawned
// DF2_COOP_SHOTGUNSTART = 1 << 11, // All playres start with a shotgun when they respawn
DF2_SAME_SPAWN_SPOT = 1 << 12, // Players respawn in the same place they died (co-op)
DF2_YES_KEEPFRAGS = 1 << 13, // Don't clear frags after each level
DF2_NO_RESPAWN = 1 << 14, // Player cannot respawn
DF2_YES_LOSEFRAG = 1 << 15, // Lose a frag when killed. More incentive to try to not get yerself killed
DF2_INFINITE_INVENTORY = 1 << 16, // Infinite inventory.
DF2_KILL_MONSTERS = 1 << 17, // All monsters must be killed before the level exits.
DF2_NO_AUTOMAP = 1 << 18, // Players are allowed to see the automap.
DF2_NO_AUTOMAP_ALLIES = 1 << 19, // Allies can been seen on the automap.
DF2_DISALLOW_SPYING = 1 << 20, // You can spy on your allies.
DF2_CHASECAM = 1 << 21, // Players can use the chasecam cheat.
DF2_NOSUICIDE = 1 << 22, // Players are not allowed to suicide.
DF2_NOAUTOAIM = 1 << 23, // Players cannot use autoaim.
DF2_DONTCHECKAMMO = 1 << 24, // Don't Check ammo when switching weapons.
DF2_KILLBOSSMONST = 1 << 25, // Kills all monsters spawned by a boss cube when the boss dies
DF2_NOCOUNTENDMONST = 1 << 26, // Do not count monsters in 'end level when dying' sectors towards kill count
};
dmflags is full, and thats where DF_NO_FREELOOK is (need to add DF_YES_FREELOOK in there somewhere). I could move one of the other dmflags down to dmflags2, but that doesn't seem like a good idea. The only other thing I can think of is to move DF_NO_FREELOOK to dmflags2 and leave the old space unused, freeing up one dmflag. I'd have to change a bunch of code elsewhere in the latter case.
Re: Forced Freelook?
Posted: Sun Jul 06, 2014 12:49 am
by Ed the Bat
If a solution can be found, that would be excellent. If not, then I guess I can live with the 'patch it over' method I'm using. Wouldn't be the first time I had an unsolvable problem with an engine feature... like my never-ending war against people using KEYCONF for weapon slots and player classes -- and that one can't be patched over; I have to rewrite their works entirely!
Re: Forced Freelook?
Posted: Thu Jul 24, 2014 6:17 pm
by Matt
I have an autoexec.cfg that (inter alia) includes a command to enable crouching. (I don't remember if it enables freelook as I have no recollection of playing a map that disabled it)
Never had a problem since.
Re: Forced Freelook?
Posted: Thu Jul 24, 2014 6:19 pm
by Ed the Bat
I always have +sv_allowjump 1 +sv_allowcrouch 1 (among other things) in my commandline parameters list, as mentioned in the original post. There doesn't seem to be any option to allow freelook, though, which is the crux of the issues in this thread.
The author has updated the wad and re-enabled freelook for ZDoom.
Re: Forced Freelook?
Posted: Fri Jul 25, 2014 10:42 am
by Ed the Bat
Good to know, though I'm a little surprised; Tuxlar seemed adamant about not removing it in the face of many requests and criticisms from other users. I guess I can delete my patch file for it, then.
Since these are the only two mods that I know of to use this feature, this means the problem is half solved, I suppose. Still, if it were up to me, the feature would be removed from ZDoom entirely. I see nothing but grief coming from it.