Weapon bobbing based on actual movement speed
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- Sarah
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Re: Weapon bobbing based on actual movement speed
Great Nightflame. Let me know when you're done. Fixing this issue any way possible right now would be great.
- Ryan Cordell
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Re: Weapon bobbing based on actual movement speed
This is the gist of it. (Thanks goes to Apothem for helping with the Vertical weapon movement script.)
Spoiler:
Re: Weapon bobbing based on actual movement speed
Look at all the manual offsetting... it'll never be as smooth as the in-game code's interpolated bobbing...
- Ryan Cordell
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Re: Weapon bobbing based on actual movement speed
You know who to blame. 

Re: Weapon bobbing based on actual movement speed
See, that's where you assume wrong. You could find a load of feature suggestions that haven't made it in despite demand from the community. In almost every case, you'll find that the request was overly-ambitious, and usually the thread is bloated out of control by somebody wanting to over-complicate an otherwise simple suggestion. Every time you post in this thread, you reduce any chance of the feature making it in the foreseeable future.Nero wrote:If it's something the community wants, it will be put in.
When it comes to feature suggestions, KEEP IT SIMPLE, STUPID!
- XutaWoo
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Re: Weapon bobbing based on actual movement speed
This could also be applied to Blade's custom bobbing. Sheesh.HotWax wrote:KEEP IT SIMPLE, STUPID!

Re: Weapon bobbing based on actual movement speed
I don't see how having some way to customize weapon bobbing is too much to ask. I would like to see some way to set it either by player class or by the weapon itself. I mean, there's even a DONTBOB flag that disables it entirely, and it can be done on a per weapon basis.
On an unrelated note, EDGE allows for custom bobbing per weapon, but I'm not sure how vastly EDGE differs from ZDoom, or even how Doom handles it to begin with.
On an unrelated note, EDGE allows for custom bobbing per weapon, but I'm not sure how vastly EDGE differs from ZDoom, or even how Doom handles it to begin with.
- XutaWoo
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Re: Weapon bobbing based on actual movement speed
I'm pretty sure if the weapon is calling A_WeaponReady and the player is moving, is just draws the weapons sprite somewhere else.Snarboo wrote:Doom handles it to begin with.
Re: Weapon bobbing based on actual movement speed
Assuming that bobbing all works on arcs (sin cos?), why not just make a few custom properties of weapons to define how big an arc is, how high its radius is (this could also be used to make upwards and downwards bobbing depending if the value is positive or negative) and a time variable to say how far the object moves along the curve when the player is in motion. A multiplier can be used to determine how much faster the weapon moves on the arc whether running or walking is enabled / disabled. I know 4 extra args in a weapon isn't exactly the simplest method, but it would at least allow for maximum customization in this area.
Likewise, we already have a console based movebob value that can be used for those that need to turn down all weapon bobbing. In case of obnoxious weapon mods, the user can just turn off the movement or teak it to their liking.
Likewise, we already have a console based movebob value that can be used for those that need to turn down all weapon bobbing. In case of obnoxious weapon mods, the user can just turn off the movement or teak it to their liking.
Re: Weapon bobbing based on actual movement speed
A lot.Snarboo wrote:On an unrelated note, EDGE allows for custom bobbing per weapon, but I'm not sure how vastly EDGE differs from ZDoom
- bagheadspidey
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Re: Weapon bobbing based on actual movement speed
I lol'dThe basic premise of this script is that it works in several ways
- Sarah
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Re: Weapon bobbing based on actual movement speed
You know, instead of getting pissy with me, you could just tell me to shut up.HotWax wrote:See, that's where you assume wrong. You could find a load of feature suggestions that haven't made it in despite demand from the community. In almost every case, you'll find that the request was overly-ambitious, and usually the thread is bloated out of control by somebody wanting to over-complicate an otherwise simple suggestion. Every time you post in this thread, you reduce any chance of the feature making it in the foreseeable future.Nero wrote:If it's something the community wants, it will be put in.
When it comes to feature suggestions, KEEP IT SIMPLE, STUPID!
On a lighter note, yeah the code seems a bit extreme but it would work for now. And this may sound unrelated, but has anybody played Foreverhood? They way it is set up is that GZDoom is packaged with the game so that the config file that sets the player bob only effects that version of GZDoom. This means we can set the bob value to whatever we want and not effect players other games. This works. I've set my game up on this format and it works really well.
By the way, off topic completely, but what are source ports dependent on. I mean, what files in the IWAD are required for a mod to run?
- Project Shadowcat
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Re: Weapon bobbing based on actual movement speed
I was going to say that you weren't supposed to take this personally, but rather, everyone needs to listen.Nero wrote:You know, instead of getting pissy with me, you could just tell me to shut up.HotWax wrote:See, that's where you assume wrong. You could find a load of feature suggestions that haven't made it in despite demand from the community. In almost every case, you'll find that the request was overly-ambitious, and usually the thread is bloated out of control by somebody wanting to over-complicate an otherwise simple suggestion. Every time you post in this thread, you reduce any chance of the feature making it in the foreseeable future.Nero wrote:If it's something the community wants, it will be put in.
When it comes to feature suggestions, KEEP IT SIMPLE, STUPID!

- Sarah
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Re: Weapon bobbing based on actual movement speed
That doesn't make any sense. All of the mods I've ever played have had their own MAP01.XutaWoo wrote:MAP01.