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
WallyTheBoogieBug
Posts: 47
Joined: Sun Apr 22, 2012 6:56 am

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

Post by WallyTheBoogieBug »

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.
User avatar
boomerangbobi
Posts: 2
Joined: Fri Feb 23, 2018 8:59 pm
Location: Paterson, NJ
Contact:

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

Post by boomerangbobi »

For all y'all Delta Touch users...
Attachments
sway(1).pk3
Supports GZDOOM 3.2 and up, which..for mobile users, makes it playable.
(4.22 KiB) Downloaded 242 times
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

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

Post by Drake Raider »

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.)
User avatar
Caligari87
Admin
Posts: 6174
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

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

Post by Caligari87 »

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-)
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

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

Post by TheMightyHeracross »

boomerangbobi wrote:For all y'all Delta Touch users...
But Nash's version works fine for me on Delta Touch, using 3.6.0
User avatar
Nash
 
 
Posts: 17433
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

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

Post by Nash »

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
User avatar
BROS_ETT_311
Posts: 218
Joined: Fri Nov 03, 2017 6:05 pm

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

Post by BROS_ETT_311 »

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

Thanks Nash, you rock!
User avatar
BROS_ETT_311
Posts: 218
Joined: Fri Nov 03, 2017 6:05 pm

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

Post by BROS_ETT_311 »

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!
User avatar
m8f
 
 
Posts: 1445
Joined: Fri Dec 29, 2017 4:15 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Location: Siberia (UTC+7)
Contact:

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

Post by m8f »

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.
MrJohnny
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

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

Post by MrJohnny »

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?
User avatar
doomfiend
Posts: 526
Joined: Sun Aug 27, 2006 6:10 am
Location: some where

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

Post by doomfiend »

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
User avatar
elCreyo
Posts: 80
Joined: Sat Jul 07, 2018 1:10 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Debian 12/Windows 10
Contact:

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

Post by elCreyo »

This is such a cool addon. Thanks.
User avatar
neoworm
Posts: 1740
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

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

Post by neoworm »

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.
User avatar
Nash
 
 
Posts: 17433
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

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

Post by Nash »

neoworm, yes please, post the test WAD. I'll take a look.
User avatar
neoworm
Posts: 1740
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

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

Post by neoworm »

Thanks. I was going midly insane when I tried to find out where is the problem yesterday.
Attachments
Axe.wad
(144.25 KiB) Downloaded 264 times
Locked

Return to “Abandoned/Dead Projects”