Universal Weapon Sway

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osjclatchford
Posts: 2049
Joined: Mon Feb 07, 2011 5:02 am

Re: [Beta] Universal Weapon Sway

Post by osjclatchford »

This is fantastic. Looks, but more importantly, feels so damn satisfyingly natural with the way the player moves...
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OfficialYeen
Posts: 25
Joined: Tue Feb 12, 2019 6:08 pm

Re: [Beta] Universal Weapon Sway

Post by OfficialYeen »

Yes, I'm using beta 2. Since I don't know the console commands to give modpacks, the easiest way to recreate the crash is as follows
Spoiler:
Just in case the instructions are confusing (I'm sorry if they are), I went ahead and recorded a video recreating the crash, which can be found here.

The crash report is extensive af, so a single screenshot isn't possible. I can save it as a zip and put it on google drive or something if you need it.

If there's anything else you need from me, let me know! Thank you for looking into this!
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Boondorl
Posts: 127
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Universal Weapon Sway

Post by Boondorl »

Beta 3 is now out
Spoiler: Changelog
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OfficialYeen
Posts: 25
Joined: Tue Feb 12, 2019 6:08 pm

Re: [Beta] Universal Weapon Sway

Post by OfficialYeen »

Just played around with the new beta for a bit and things seem to be working just fine! Thank you so much!
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Boondorl
Posts: 127
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Universal Weapon Sway

Post by Boondorl »

Beta 4 is out
Spoiler: Changelog
Kazudra
Posts: 126
Joined: Mon May 25, 2015 10:52 am

Re: [Beta] Universal Weapon Sway

Post by Kazudra »

I'm pretty sure there's one feature that everyone wants; Bobbing acceleration.
This way all the bobbing speeds can be set to a comfy walking speed and this mod could take care of everything else, it can as simple as a walk/run set or as complex as tying it to movement speed, either way it's better than the options we currently have.

Also, looking directly down with the Chainsaw and switching sends the sprite to the moon.

Update; There's also a bug (maybe) with Extended Sprites, Not all weapons have extended fire and reload; a simple option could fix it.
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Boondorl
Posts: 127
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Universal Weapon Sway

Post by Boondorl »

Small hotfix
Spoiler: Changelog
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Boondorl
Posts: 127
Joined: Wed Jul 11, 2018 10:57 pm

Re: [Beta] Universal Weapon Sway

Post by Boondorl »

Beta 5 is now out. This will likely be the last beta before release.
Spoiler: Changelog
Eyud
Posts: 6
Joined: Wed Apr 22, 2020 1:30 am
Graphics Processor: nVidia with Vulkan support

Re: [Beta] Universal Weapon Sway

Post by Eyud »

Really like this mod, nice work!

However, I noticed it doesn't work in multiplayer. I'm testing by running two clients locally, both have it loaded and can see the options menu but I'm not seeing any sway during mouselook. When I restart one of the clients in a singleplayer game, it works great.
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Boondorl
Posts: 127
Joined: Wed Jul 11, 2018 10:57 pm

Re: Universal Weapon Sway

Post by Boondorl »

Universal Weapon Sway has left beta and is now on v1.0!
Spoiler: Changelog
Eyud
Posts: 6
Joined: Wed Apr 22, 2020 1:30 am
Graphics Processor: nVidia with Vulkan support

Re: Universal Weapon Sway

Post by Eyud »

Awesome, thanks for the fix. Just tested and it's working perfectly in co-op.
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Rowsol
Posts: 899
Joined: Wed Mar 06, 2013 5:31 am

Re: Universal Weapon Sway

Post by Rowsol »

Bug report.
Load Russian Overkill, pick Cyborg class, fire the starter pistol. Some kind of sprite malfunction happens.
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WARCHILD_89
Posts: 452
Joined: Sun Nov 17, 2013 12:27 pm
Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: Universal Weapon Sway

Post by WARCHILD_89 »

works with LED´s generic weapon mod and GZDOOM 4.7.1

NICE WORK!

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