Weapon bobbing based on actual movement speed
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- Sarah
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Re: Weapon bobbing based on actual movement speed
Yeah I know. I just get tired of it when people just bash everything a person says.Project Dark Fox wrote: I was going to say that you weren't supposed to take this personally, but rather, everyone needs to listen.
- Sarah
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Re: Weapon bobbing based on actual movement speed
Yes what?XutaWoo wrote:Yes.
- bagheadspidey
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Re: Weapon bobbing based on actual movement speed
Nero: take a look at this thread...
btw we're supposed to keep OT conversation out of the bug and features threads.
btw we're supposed to keep OT conversation out of the bug and features threads.
Re: Weapon bobbing based on actual movement speed
I don't think it matters anymore. Once a request thread hits page 3, I'm pretty sure it might as well be 6 feet under.bagheadspidey wrote:btw we're supposed to keep OT conversation out of the bug and features threads.
What is so wrong with adding a potentially simple fix and then dealing with fancy-shmancy "lets add custom controls for the arc and the cotangent and the quantum flux differential!!!11one" additions later?
Here's to more dead threads added to the feature request forum. Yippee.

- Sarah
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Re: Weapon bobbing based on actual movement speed
Great yeah. Ok. Well even if this is a dead thread, we should be grateful that this even got posted in the first place. Hopefully people will be more aware of some changes that could me made to make zdoom that much better.HotWax wrote:I don't think it matters anymore. Once a request thread hits page 3, I'm pretty sure it might as well be 6 feet under.bagheadspidey wrote:btw we're supposed to keep OT conversation out of the bug and features threads.
What is so wrong with adding a potentially simple fix and then dealing with fancy-shmancy "lets add custom controls for the arc and the cotangent and the quantum flux differential!!!11one" additions later?
Here's to more dead threads added to the feature request forum. Yippee.

- Graf Zahl
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Re: Weapon bobbing based on actual movement speed
I say something about this I've been saying for years:
Many of the feature requests are only alive because Randy doesn't maintain this forum as much as he should.
I don't want to be the only one who decides alone if something is worth implementing. ZDoom is still Randy's project, not mine.
Many of the feature requests are only alive because Randy doesn't maintain this forum as much as he should.
I don't want to be the only one who decides alone if something is worth implementing. ZDoom is still Randy's project, not mine.
- Sarah
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Re: Weapon bobbing based on actual movement speed
So are you agreeing with Hotwax? Is the thread basically dead then?Graf Zahl wrote:I say something about this I've been saying for years:
Many of the feature requests are only alive because Randy doesn't maintain this forum as much as he should.
I don't want to be the only one who decides alone if something is worth implementing. ZDoom is still Randy's project, not mine.
Re: Weapon bobbing based on actual movement speed
Bumping an old thread, but this is partially in, now that weapon bobbing is fully customizable. View bobbing, however, is not, and the OP sorta mentions that despite the title of the thread. If nothing else, this'll serve as a reminder to myself to get around to implement a movebob/stillbob multiplier (and perhaps also a general weapon bob multiplier for player classes that'll add to the weapon ones, in case of slower classes that use the same weapons).
- Ed the Bat
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Re: Weapon bobbing based on actual movement speed
I don't suppose luck would have it that this might also provide a means to allow morphed classes to have a viewbob?Xaser wrote:Bumping an old thread, but this is partially in, now that weapon bobbing is fully customizable. View bobbing, however, is not, and the OP sorta mentions that despite the title of the thread. If nothing else, this'll serve as a reminder to myself to get around to implement a movebob/stillbob multiplier (and perhaps also a general weapon bob multiplier for player classes that'll add to the weapon ones, in case of slower classes that use the same weapons).

Re: Weapon bobbing based on actual movement speed
The features could be linked, I guess. Currently there's some sort of exclusion in the code that stops morphed actors from ever bobbing since that's how Raven did it, so this in theory could be used to nullify the bob for those classes instead and remove the hardcoded exclusion. That would mean that custom morph classes that don't inherit from chickens or pigs will suddenly start to bob, though, which might not be what folks want.
- Ed the Bat
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Re: Weapon bobbing based on actual movement speed
I would assume morphed classes would require a flag to allow it, much like they now have for crouching. After all, adding new features should ideally not damage/break older behaviors, when avoidable.