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.
Extended Weapon Bobbing Properties
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Re: Extended Weapon Bobbing Properties
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.)
(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.)
Re: Extended Weapon Bobbing Properties
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.
Re: Extended Weapon Bobbing Properties
oh godEnjay wrote:... that occurs when a person runs.
Weapon.WalkBobType
Weapon.RunBobType
Re: Extended Weapon Bobbing Properties
Glad I held off on releasing a weapon mod today! This looks really cool!
Re: Extended Weapon Bobbing Properties
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.
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.
Re: Extended Weapon Bobbing Properties
Forgive me but how do I use this?
I have no knowledge of .patch files.
I have no knowledge of .patch files.
Re: Extended Weapon Bobbing Properties
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.