Proper zoom function for weapons

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Enjay
 
 
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Re: Proper zoom function for weapons

Post by Enjay »

randee wrote:That can certainly be done.
Thank you very much. :yup:

[edit]And it seems to work very nicely. Thank you again.[/edit]
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HotWax
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Re: Proper zoom function for weapons

Post by HotWax »

Nash wrote:About the only situation I can think of if the mod is setup with a pair of binoculars that is an inventory item instead of a weapon for convenience purposes (so that their weapon remains selected, no need to switch to a binoculars "weapon" everytime they need to zoom in). I guess it's not a big deal anyway... the feature being available at all is already such a great thing, I'm sure a little compromise is fine.
You could probably emulate that pretty easily with an ACS script that changes the player's weapon to the binoculars, zooms the view and then changes back to their previous weapon when they're done using them.
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Re: Proper zoom function for weapons

Post by randi »

Nash wrote: I don't see any way of resetting the crosshair back to whatever the user was using before. Or does it automatically revert back to the player's configured crosshair when switching weapons? I trust this function doesn't change anything in the INI though...
  1. Use 0.
  2. Crosshairs are stored per-weapon.
  3. Why would it need to alter your config? If you don't like a weapon using its own crosshair, you can set crosshairforce to true to only use yours.
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Re: Proper zoom function for weapons

Post by InsanityBringer »

randee wrote: [*]Why would it need to alter your config? If you don't like a weapon using its own crosshair, you can set crosshairforce to true to only use yours.[/list]
Yay I get to keep cross 1 despite what the modder wants :P
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Re: Proper zoom function for weapons

Post by Enjay »

So, it looks like everyone can be happy for once. :biggrin:
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Re: Proper zoom function for weapons

Post by Rachael »

Enjay wrote:So, it looks like everyone can be happy for once. :biggrin:
*snaps fingers*
That only exists in dreams, my friend. :P
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Re: Proper zoom function for weapons

Post by Project Shadowcat »

randee wrote:Crosshairs are stored per-weapon.
Holy crap! Since when?!
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Enjay
 
 
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Re: Proper zoom function for weapons

Post by Enjay »

Project Dark Fox wrote:Holy crap! Since when?!
Yesterday. ;)
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Re: Proper zoom function for weapons

Post by XutaWoo »

Goddamnits, Graf, update the GZDoom SVN soon. :P
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Re: Proper zoom function for weapons

Post by Rachael »

XutaWoo wrote:Goddamnits, Graf, update the GZDoom SVN soon. :P
No need.
http://svn.drdteam.org/experimental/gzdoom-r1701-base-r375M.zip
http://svn.drdteam.org/experimental/gzdoom-r1701-base-r375M.diff.bz2

Though admittedly, I trust his updates over mine, the damn thing compiles and works. Or at least, it seems to. ^^ (*knock on wood*)
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Re: Proper zoom function for weapons

Post by Enjay »

Also, Graf said that he was going away on vacation for a week or so.
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Re: Proper zoom function for weapons

Post by Graf Zahl »

Indeed, Ive been back for 2 hours now so don't expect any work before Sunday.

The fact that Randy went crazy and renamed some variables just for the sake of it will also delay a new GZDoom update by at least another day.
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Re: Proper zoom function for weapons

Post by Rachael »

Graf Zahl wrote:The fact that Randy went crazy and renamed some variables just for the sake of it will also delay a new GZDoom update by at least another day.
I've already fixed the renderer issues if that's what you're referring to. The problem that I have with merging the code was the joystick code. I doubt you would, but you're free to use my merge-in if you want. It's available here: http://svn.drdteam.org/experimental/gzd ... M.diff.bz2

If you do, though, I would strongly urge you to look at the joystick code. Also, don't forget to add the file src/win32/i_xinput.cpp - if it is missing, you will get a linker error. You'll also have to add it to gzdoom.vcproj.

I'm sure the vcproj file is updated in the diff, but I'm not sure if the i_xinput.cpp is, now that I think about it I don't think so.
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Re: Proper zoom function for weapons

Post by Enjay »

Could be this:

Code: Select all

- Enough with this "momentum" garbage. What Doom calls "momentum" is really
  velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.
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Re: Proper zoom function for weapons

Post by Rachael »

MomX/Y/Z is referenced a lot in the GL renderer, and was actually what I was referring to.
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