Tilt++ - Unified Camera Tilt Mod v1.6 - additive update!

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Tilt++ - Unified Camera Tilt Mod v1.6 - additive update!

Postby Nash » Thu Mar 02, 2017 2:30 pm

WARNING: VIDEO MAY INDUCE MOTION SICKNESS



Requires GZDoom 3.7.0 or higher. OpenGL renderer only!

Features:

- Quake-like strafe tilting, movement tilting, turn/look tilting, underwater tilting and death tilting that all play nice with each other
- Alters your view roll additively (not absolute), so in theory, it SHOULD play nice with other mods that alter roll additively too*.
- Custom "Tilt Options" menu that does not override other mods' menus (see video) and has a fancy help text/tooltip system on screen
- No player classes, meaning it is 100% compatible with any other mod
- Written in ZScript

* This is important. If any mod is setting the player view roll to some absolute value, then obviously that mod will win, all previous roll values will be lost and there is nothing I can do about that.

Mod authors: you can forcefully disable Tilt++ by taking away "Z_TiltMe" from the player (A_TakeInventory("Z_TiltMe") for example). Be sure to also set the player's roll to 0 after you remove the item too, to ensure a completely neutral camera roll.

Update December 28th 2018:

v1.6
- Alters your view roll additively (not absolute), so in theory, it SHOULD play nice with other mods that alter roll additively too*.
- Added turn tilting. When you turn your view with your input device (mouse, joystick, keyboard, whatever), the view will tilt.
- Fixed the tooltip placement in the configuration menu.
- Updated ZScript directive to version 3.7.0.

* This is important. If any mod is setting the player view roll to some absolute value, then obviously that mod will win, all previous roll values will be lost and there is nothing I can do about that.

Spoiler: "Old updates"
Attachments
TiltPlusPlus v1.6.pk3
(4.5 KiB) Downloaded 577 times
TiltPlusPlus v1.5.pk3
(4.28 KiB) Downloaded 2303 times
Last edited by Nash on Fri Dec 28, 2018 8:17 am, edited 27 times in total.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Slax » Thu Mar 02, 2017 2:40 pm

Hurk. Bluuurrp...
Probably fine and fancy when you're playing it but man, the video gave me VR motion sickness.

I'm... gonna go lay down.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Nash » Thu Mar 02, 2017 2:44 pm

Sorry. Added warning to the OP.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Nevander » Thu Mar 02, 2017 4:48 pm

I'm assuming the jerkiness from gz-tilt that I experienced should not happen with this?
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Hipnotic Rogue » Thu Mar 02, 2017 5:28 pm

Hey Nash, the file I dl'd from above is named "Tilt%2B%2B.pk3" rather than "Tilt++.pk3" and it doesn't work for me.

I get the following script error:

"Tilt%2B%2B.pk3:menudef.txt" line 1:
Unknown keyword 'AddOptionMenu'
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Grigori » Thu Mar 02, 2017 5:48 pm

Hipnotic Rogue wrote:Hey Nash, the file I dl'd from above is named "Tilt%2B%2B.pk3" rather than "Tilt++.pk3" and it doesn't work for me.

I get the following script error:

"Tilt%2B%2B.pk3:menudef.txt" line 1:
Unknown keyword 'AddOptionMenu'

I assume you need lates dev build of GZDoom to use Tilt++, as it's done through ZScript.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Hipnotic Rogue » Thu Mar 02, 2017 6:15 pm

Thanks for replying. However, I have the latest dev build from DRD. :)
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Slax » Thu Mar 02, 2017 7:08 pm

Hipnotic Rogue wrote:Thanks for replying. However, I have the latest dev build from DRD. :)

Nope, you don't. Update again.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Gifty » Thu Mar 02, 2017 8:49 pm

I love it!
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Re: Tilt++ - Unified Camera Tilt Mod

Postby edgymemester » Thu Mar 02, 2017 8:57 pm

I like it. If it had look tilting too, it would be perfect.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby unRyker » Thu Mar 02, 2017 9:04 pm

How it feels to play the mod with every one of its sliders pushed to the max:
Spoiler:


Now, for a serious bit!: I think the default settings may be a little too high, but once I adjusted it to my liking and preference, it's really charming for the game and I can see it being really popular for realism mods-- maybe Hideous Destructor will see this being included? Anyways good work as always, Nash!
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Doomenator » Thu Mar 02, 2017 9:44 pm

Jump strafe + mouse turn.
Spoiler:
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Nevander » Thu Mar 02, 2017 9:50 pm

I can't even tell what is happening in that video or what the bug is.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Doomenator » Thu Mar 02, 2017 10:22 pm

Nevander wrote:I can't even tell what is happening in that video or what the bug is.
You can try slowpoke mode video speed 0.5.
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Re: Tilt++ - Unified Camera Tilt Mod

Postby Nash » Fri Mar 03, 2017 12:01 am

unRyker wrote:I think the default settings may be a little too high


I agree... care to share your settings? I don't really have a clear idea of what's good TBH.

Doomenator wrote:Jump strafe + mouse turn.


Can you describe your bug in text? I can't tell what's going on in the video.

Nevander wrote:I'm assuming the jerkiness from gz-tilt that I experienced should not happen with this?


Try it yourself and let me know? It's only a 4 KB file. You'd have gotten a faster answer than waiting 6 hours for me to reply. :D

Hipnotic Rogue wrote:it doesn't work for me.


The required GZDoom revision was already written in the OP.
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