Extended Weapon Bobbing Properties

Moderator: GZDoom Developers

User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: Extended Weapon Bobbing Properties

Post by NeuralStunner »

If you don't mind me borrowing your thread... A few considerations for anyone wanting to tackle a viewbob property:

I have MoveBob turned way down in my INI, and I'm sure others do as well. If the property is a straight multiplier, this is going to look a wee bit odd for anything not default. (If a mod turns it down as well, both mutlipliers are going to result in a near-nothing bobbing effect.) You'd want to use the property's setting instead of the user setting, possibly add an override for the CVar (such as, if negative override mod settings). Though if someone is cranking it up to 1.0 just to make people nauseous, kill them don't play their mod.

Also don't forget about StillBob. A great way to add a "breathing" movement that makes your character more lifelike.

And finally, make sure the property works with morphed player classes.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Extended Weapon Bobbing Properties

Post by wildweasel »

Oh, any chance that a user could specify the "default" in a cvar or menu setting? I apologize if this is already in, but I wasn't able to find anything last night during my experimentation...

(Oh, if you want to recreate Outlaws/Dark Forces' bobbing, my recommended settings are bobstyle InverseSmooth, bobspeed 2.2, bobspeedX 0.7, bobspeedY 0.5.)
User avatar
Enjay
 
 
Posts: 26991
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Extended Weapon Bobbing Properties

Post by Enjay »

Really enjoying this feature - far more than I expected to. I really like the alpha bob style. To me the sharp apex to the sway gives it just the right amount of jerkiness to simulate the foot-to-foot unevenness that occurs when a person runs.
Gez
 
 
Posts: 17943
Joined: Fri Jul 06, 2007 3:22 pm

Re: Extended Weapon Bobbing Properties

Post by Gez »

Enjay wrote:... that occurs when a person runs.
oh god

Weapon.WalkBobType
Weapon.RunBobType
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: Extended Weapon Bobbing Properties

Post by amv2k9 »

Glad I held off on releasing a weapon mod today! This looks really cool!
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Extended Weapon Bobbing Properties

Post by Xaser »

Regarding the MoveBob/Stillbob things: The fact that these are also user settings makes doing work on them difficult. At what point do I simply override the user's preference? It's not an easy question to answer, especially from my own modder-biased perspective -- if it were my port, I'd have the modder's settings take preference, though to some that would defeat the point of having them exposed to the user in the first place. It's a tricky balance.

As for the bob style, I could probably add in a "User" BobStyle that's set to the default and expose this through user options, but I feel that in order to make it useful to most, I'd also have to expose BobSpeed/BobRangeX/BobRangeY. That case is maybe a bit easier, though, since I'd just make the user-specified settings only apply if the BobStyle is "User," so modders can explicitly override it.
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Re: Extended Weapon Bobbing Properties

Post by hitmanx »

Forgive me but how do I use this?

I have no knowledge of .patch files.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Re: Extended Weapon Bobbing Properties

Post by Xaser »

The feature's in the latest SVN build. That patch is for the coding side of things -- to use it yourself, you'd have to compile the program yourself as well.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”