Slowing the player (Movement sway)
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Re: Slowing the player (Movement sway)
So whats the workaround for this? (that will work under Zandronum)
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Re: Slowing the player (Movement sway)
Sadly this one of the handful of reasons why my own project became a stand-alone project. The only method of changing the movement bob that I know of is to edit the configuration file that stores all of your keybinds and graphics settings. Forcing settings like this is usually frowned upon as the engine zdoom/zandronum is meant to work with lots of games and isn't dedicated to only one. Releasing a project stand-alone means it comes with a copy of the engine it requires and can therefore have custom configuration files. But if you want to do it either way, Olroda said it exactly how I would do it.
What would happen if he released this project with a configuration file that contained the settings he needs? Would loading that with the project allow the engine to load those settings or would they be overwritten by the native configuration file?
@Experts on the subjectOrloda wrote:Yes, there is a way handle this issue. You do it by editing your .ini file. Set "movebob" to zero or a very low value. You could also make a .txt file, call it autoexec.cfg, type "movebob=0" (without the "") in it, and place it in your ZDooM/GZDooM folder.
What would happen if he released this project with a configuration file that contained the settings he needs? Would loading that with the project allow the engine to load those settings or would they be overwritten by the native configuration file?
Re: Slowing the player (Movement sway)
Its a multiplayer project so it needs to under Zandronum (what most people use for online Doom).
Omg, we have all kinds of crazy shit but there is no way to make the stupid movebob to change ingame to whatever value you want after crossing a linedef with script? This is so dumb and kills so many ideas because I cant make the player go slower. I cant continue my project if there is not a workaround and im not willing to release this as a standalone, no one would play it.
Omg, we have all kinds of crazy shit but there is no way to make the stupid movebob to change ingame to whatever value you want after crossing a linedef with script? This is so dumb and kills so many ideas because I cant make the player go slower. I cant continue my project if there is not a workaround and im not willing to release this as a standalone, no one would play it.
Re: Slowing the player (Movement sway)
YA IKR??? omg it's sooooooooo dumb the zdoom devs dont do crap they just sit around and do nothing!!!
If you'd bothered to do any searching, you'd have found that there. are. at least. four suggestion threads open on this subject.
You have 2 options. Either you submit a code suggestion or you just wait, like everyone else.
If you'd bothered to do any searching, you'd have found that there. are. at least. four suggestion threads open on this subject.
You have 2 options. Either you submit a code suggestion or you just wait, like everyone else.
Re: Slowing the player (Movement sway)
No, I just find it funny. What sort of otherworldly priority list do the developers run under if they added countless other things but they don't add this after a million times of being suggested? I mean they actually were nice enough to add spawning decals after crossing a linedef feature which I only requested one time in not an even dedicated thread but a single post, but they keep ignoring that which is basic and would enhance modders creativity a lot.
Wouldn't it be easy to make something like APROP_Speed but for tbob? (APROP_Bob). I mean, it's pretty obvious.
Wouldn't it be easy to make something like APROP_Speed but for tbob? (APROP_Bob). I mean, it's pretty obvious.
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Re: Slowing the player (Movement sway)
After 2.7.0, the developers got busy with transferring to a new repository system, so work on the port was halted temporarily.
Also, if you want a feature, go here and suggest it instead of complaining.
Also, if you want a feature, go here and suggest it instead of complaining.

Re: Slowing the player (Movement sway)
tashita wrote:No, I just find it funny. What sort of otherworldly priority list do the developers run under if they added countless other things but they don't add this after a million times of being suggested?

I pity the software developer who will have to inevitably interact with you in a business setting. Unless they're particularly clever and/or evil -- that might be entertaining.
Re: Slowing the player (Movement sway)
If it's so obvious, why aren't you doing it?tashita wrote:I mean, it's pretty obvious.
Re: Slowing the player (Movement sway)
Irrelevant. Again, what kind of priority list is there to basically add what I suggested on demand:Xaser wrote:tashita wrote:No, I just find it funny. What sort of otherworldly priority list do the developers run under if they added countless other things but they don't add this after a million times of being suggested?
I pity the software developer who will have to inevitably interact with you in a business setting. Unless they're particularly clever and/or evil -- that might be entertaining.
http://forum.zdoom.org/viewtopic.php?f=3&t=36407
and ignore the ton of people that has requested fixing the fact you can't slow down the player without the head bob issue?
I mean, why would they add what I requested which is some obscure thing (spawning decals) vs something that has been requested by a lot of people? As if it was difficult to implement. I mean, make movebob a code like APROP_Speed and just let the player control everything, thats the point of scripting.
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Re: Slowing the player (Movement sway)
There seems to be a lot of "why can't you just" going on here, which is generally a good indicator of someone who isn't knowledgable of why we can't just.
The Code Submissions Forum is open for business, if it's so easy to implement.
The Code Submissions Forum is open for business, if it's so easy to implement.
Re: Slowing the player (Movement sway)
What does movebob exactly does? It's a matter of making it available via script. It's a client-side effect after all. We are not even talking about the movebob effect being calculated depending on the APROP_Speed, it would be just straight movebob cvar put into a script command that you can use, and you would adjust the movebob value depending on the APROP_Speed, manually, until it feels good. Rudimentary, yes, but it's better than nothing.Kinsie wrote:There seems to be a lot of "why can't you just" going on here, which is generally a good indicator of someone who isn't knowledgable of why we can't just.
The Code Submissions Forum is open for business, if it's so easy to implement.
Re: Slowing the player (Movement sway)
Because it's a user option, and for good reason. Some people need to alter the movement bob because of motion sickness they may experience, so you can't just change it. Neither that nor any internal user option is allowed to be change directly via a mod.
Also, "client-side" isn't a ZDoom thing. Just so you know.
Also, "client-side" isn't a ZDoom thing. Just so you know.