Weapon Sway - ZScript Edition! v1.0 officially out now

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

Postby WallyTheBoogieBug » Sat Dec 01, 2018 6:19 am

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.

About the weapon offset issue, can you recommend me an example mod where I can test this issue?


Perhaps a good fix would be be for an optional version of vertical inertia where it is limited to only going down.

I was also about to ask a similar thing to the jump request, though. I really really really liked the inertia on the player's weapon sprite in Blood when you moved around -- would it be possible to add an inertia option that was affected by movement rather than mouselook similar to that game? Technically Blood does both mouselook and movement inertia, to be more precise. It'd also be pretty cool if the weapon sprite would "bounce" when you land on the ground from a tall height, similar to Duke Nukem 3D.
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Re: Weapon Sway - ZScript Edition! (0.91b)

Postby boomerangbobi » Sun Dec 02, 2018 7:15 pm

For all y'all Delta Touch users...
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sway(1).pk3
Supports GZDOOM 3.2 and up, which..for mobile users, makes it playable.
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Re: Weapon Sway - ZScript Edition! (0.91b)

Postby Drake Raider » Mon Dec 17, 2018 2:59 am

I wonder if it would be possible to have this mod do that thing whereas attack origins are affected by the sway? Making a more naturalistic modifier to accuracy than Random spread. (Not saying that random spread is bad, I've just been curious about more realistic ballistic models in ZDoom for awhile now and this seems a good place to start.)
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Re: Weapon Sway - ZScript Edition! (0.91b)

Postby Caligari87 » Mon Dec 17, 2018 7:41 am

That's certainly possible if the weapon is designed for it. I do not think there's any way to specify attack offsets without modifying / replacing the weapon, which would make this non-universal.

8-)
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Re: Weapon Sway - ZScript Edition! (0.91b)

Postby TheMightyHeracross » Mon Dec 17, 2018 1:16 pm

boomerangbobi wrote:For all y'all Delta Touch users...


But Nash's version works fine for me on Delta Touch, using 3.6.0
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby Nash » Fri Dec 28, 2018 8:02 am

28th December 2018:

v1.0
- Official 1.0 release
- Updated ZScript directive to version 3.7.0
- Reformatted options menu
- Fixed swaying so that it should now work with ANY weapon mod
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby BROS_ETT_311 » Sun Dec 30, 2018 7:43 pm

Nash wrote:- Fixed swaying so that it should now work with ANY weapon mod


Challenge accepted. :twisted:

Thanks Nash, you rock!
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby BROS_ETT_311 » Fri Jan 04, 2019 9:42 pm

It was only a matter of time...but I've found something. Using quick melee in D4T has some kind of offset glitch, causing the fist sprite to be placed nearly offscreen. This is exaggerated further with the Y axis enabled, though I get it's not practical to have that enabled (just wanted to be thorough). I think the bug might be related to lines with "#### #". Despite this, I haven't encountered any gameplay mod with the notorious weapon switching glitch, so guess I can say the mod definitely works!
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby m8f » Sun Jan 06, 2019 4:20 am

I like this mod. Thanks for sharing it!

Nash, in case you are accepting feature requests, here is one: lower weapon a bit if the player is standing close to a wall.
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby Pompous Seed » Wed Jan 09, 2019 4:20 pm

Could there be a menu option that prevents weapon sprites from snapping back to the center of the screen while firing? If not an option, maybe a how-to?
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby doomfiend » Tue Jan 15, 2019 12:37 pm

after playing with this for a while, I'm starting to warm up to the default setting. where your gun kind of pre-aims depending on the direction your looking; I think one thing that would be neat is a recovery slider? (how fast the weapon re centers its self?)

Def going into my autoload folder permanently now xD
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby elCreyo » Fri Jan 25, 2019 10:50 am

This is such a cool addon. Thanks.
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby neoworm » Sun Apr 28, 2019 5:33 pm

I have a problem. I animated my Axe with offsets in decorate and the first frame goes completely bonkers if I use sway. It looks like it interpolates position beween my offset and offset from sway, because it works for the rest of frames. Is there a way to make both work together? It doesn't seem to be a problem in HeXen where weapons are also animated with offsets. The only difference is that I have all the sprites with default 0.0 offset and they are animated exclusivelly with offset in decorate. I can post the wad if you want to test it.
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby Nash » Sun Apr 28, 2019 10:13 pm

neoworm, yes please, post the test WAD. I'll take a look.
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Re: Weapon Sway - ZScript Edition! v1.0 officially out now

Postby neoworm » Mon Apr 29, 2019 12:16 am

Thanks. I was going midly insane when I tried to find out where is the problem yesterday.
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