[Deprecated] Quake-style strafe tilting
- Ral22
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Re: Quake-style strafe tilting (GZDoom)
Just as a quick add-on, I added onto this idea by allowing mouse yaw to affect the rotation too, akin to turning in Powerslave on the PSX. The altered version is available here: https://www.mediafire.com/?1mp06lg338i6xhm
Re: Quake-style strafe tilting (GZDoom)
Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the same time...
- Ral22
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Re: Quake-style strafe tilting (GZDoom)
Oh, yeah, it's totally possible to condense it all down into one. I left them separate so it's easier to distinguish them, in case someone just wants the yaw script and not the tilt script. If I was to use these features, I'd condense it down to one.
Re: Quake-style strafe tilting (GZDoom)
Oh this feels so surreal.
Re: Quake-style strafe tilting (GZDoom)
It's not just you. It seemed OK when I was merely standing still waving the mouse around to have a look, but when I started actually playing, there was definitely a jerkiness to the movement.Nash wrote:I wonder if it's just me, or does the mouse yaw effect feel a little jerky?
Re: Quake-style strafe tilting (GZDoom)
Awesome! I'm loving the new rolling and tilting code. It adds so much more! Maybe soon we can have flight sims?
- Kinsie
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Re: Quake-style strafe tilting (GZDoom)
The strafe-tilt feels great! The mouse-tilt feels a little odd, though, but I can't really explain why.
Re: Quake-style strafe tilting (GZDoom)
That's what I'd like to see. I hope someone makes a Descent mod with full 6 degrees of movement!DoukDouk wrote:Awesome! I'm loving the new rolling and tilting code. It adds so much more! :D Maybe soon we can have flight sims?
- Zanieon
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Re: Quake-style strafe tilting (GZDoom)
NASH!!! DON'T GIVE ME IDEAS, I STILL WANT FINISH HUNTER'S MOON!
Edit: btw, i ripped the assets from Descent 3 to Blender and even made a own remastered version of the level 1 music from Descent 1 just because the game completes 20 years this year, i could do such mod myself, but the reason why i will not go is right above this edit
Edit: btw, i ripped the assets from Descent 3 to Blender and even made a own remastered version of the level 1 music from Descent 1 just because the game completes 20 years this year, i could do such mod myself, but the reason why i will not go is right above this edit
Re: Quake-style strafe tilting (GZDoom)
I have a feeling this is because the game engine and therefore ACS scripts run at 35FPS, so it looks choppy if you're playing at 60.Nash wrote:Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the same time...
Unless it does interpolation like it does for player input view changes. Maybe it was never implemented for roll yet?
EDIT: Failing that, it could simply have to do with the fact that mouse input is highly erratic. Even if you think you're moving your mouse at a constant speed, the values reported by it can still vary quite a bit. You can notice this if you use GlovePIE to map the mouse to a virtual joystick and look at it in the control panel. If you use the arrow keys to turn (guaranteed constant speed) or a joystick axis, it looks fine with no stuttering.
You will need to write some kind of smoothing algorithm.
However, I really think the lack of interpolation is the main cause of this. It seems perfectly fine with cl_capfps on.
Last edited by MG_Man on Fri Feb 13, 2015 6:48 pm, edited 3 times in total.
Re: Quake-style strafe tilting (GZDoom)
Just wanted to say that this is a great effect and really adds to the game. Is it safe to add it to my autoload list or is there the potential for clashes/conflicts with other mods?
Thanks for sharing this Nash. I really like it!
Thanks for sharing this Nash. I really like it!
Re: Quake-style strafe tilting (GZDoom)
You're welcome! There shouldn't be problems adding it to the autoload for now, although I imagine in future, other people will adapt the code and include it into their own mods...
Re: Quake-style strafe tilting (GZDoom)
Cool beans. Added to my autoload. Thanks again.
Re: Quake-style strafe tilting (GZDoom)
This goes REALLY nicely with Hideous Destructor. Adds a key little bit of immersion.
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Re: Quake-style strafe tilting (GZDoom)
Any updates about the car physics for GZdoom?
I have some ideas in mind (however, i will have to learn a lot about doom coding to do them).
I have some ideas in mind (however, i will have to learn a lot about doom coding to do them).