Proper zoom function for weapons

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randi
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Re: Proper zoom function for weapons

Post by randi »

Yeah, this is added now. (Sorry, BHS, the only things I used from your patch were the limits and the example SniperPistol.)
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Re: Proper zoom function for weapons

Post by .+:icytux:+. »

randee wrote:Yeah, this is added now. (Sorry, BHS, the only things I used from your patch were the limits and the example SniperPistol.)
OMG FINALLY

YAYY!!! :D

no chance the fov changing could be extended to acs? :runs:
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Re: Proper zoom function for weapons

Post by Enjay »

randee wrote:[Added]
:surprise:
Really pleased that this is in.

[Never happy :P ] A way of allocating crosshairs to weapons (and states) and, maybe, adjusting mouse sensitivity too would improve it still further. [/Never happy :P ]
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Re: Proper zoom function for weapons

Post by bagheadspidey »

randee wrote:Yeah, this is added now. (Sorry, BHS, the only things I used from your patch were the limits and the example SniperPistol.)
Awesome =) Looks like you got the smooth zooming in there too, nice. Since the fov scale is attached to the weapon instead of the player, I guess you don't have to reset it in the weapons deselect state, but doesn't that also mean you can't use this with pickups and powerups?
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Re: Proper zoom function for weapons

Post by CaptainToenail »

Nice, I've never been a fan of rifle type weapons in Doom becuase there was no way to use them apart from 'no scoping' but now that shouldn't be a problem.
A way of allocating crosshairs to weapons (and states) and, maybe, adjusting mouse sensitivity too would improve it still further.
What he said, although I think I suggested crosshairs before and that came to nothing, ah well :(
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Re: Proper zoom function for weapons

Post by Enjay »

CaptainToenail wrote:although I think I suggested crosshairs before and that came to nothing
Mind you, zooming has been suggested before too and it came to nothing. ;)
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Re: Proper zoom function for weapons

Post by Isle »

wildweasel wrote:camera texture hack (that no longer works, evidently due to some changes in the Textures code)
little late but camera textures still work for me.
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Re: Proper zoom function for weapons

Post by Macil »

Does this command scale the mouse sensitivity along with the fov automatically?
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Re: Proper zoom function for weapons

Post by Ryan Cordell »

Enjay wrote: [Never happy :P ] A way of allocating crosshairs to weapons (and states) and, maybe, adjusting mouse sensitivity too would improve it still further. [/Never happy :P ]
Crosshairs: TEXTURES/HUDMESSAGE and a combination of inventory items? Though I think the crosshair would bob (if used via TEXTURES) then..
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Re: Proper zoom function for weapons

Post by randi »

bagheadspidey wrote:doesn't that also mean you can't use this with pickups and powerups?
Correct, but is that necessary? If every item could change the FOV, you'd have to deal with the issue of multiple items trying to change the FOV at the same time.
Agent ME wrote:Does this command scale the mouse sensitivity along with the fov automatically?
It does now.
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Re: Proper zoom function for weapons

Post by Enjay »

randee wrote:It does now.
Excellent. Much more usable IMO. Any chance something could be done for the crosshairs? Being able to set a scope crosshair would be the icing on the cake. :) If the principle that has been adopted for the zoom could be extended - perhaps a pointer that changes to a pparameterspecified crosshair and stores it on a per weapon basis?
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Re: Proper zoom function for weapons

Post by randi »

That can certainly be done.
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Re: Proper zoom function for weapons

Post by Cutmanmike »

Yay!
Spoiler:
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Re: Proper zoom function for weapons

Post by Nash »

randee wrote: Correct, but is that necessary? If every item could change the FOV, you'd have to deal with the issue of multiple items trying to change the FOV at the same time.
About the only situation I can think of if the mod is setup with a pair of binoculars that is an inventory item instead of a weapon for convenience purposes (so that their weapon remains selected, no need to switch to a binoculars "weapon" everytime they need to zoom in). I guess it's not a big deal anyway... the feature being available at all is already such a great thing, I'm sure a little compromise is fine.

As for multiple items trying to change the FOV... does the engine keep track of the sequence of active items added? The latest one should definitely overwrite the other ones.

EDIT: Regarding A_SetCrosshair... I don't see any way of resetting the crosshair back to whatever the user was using before. Or does it automatically revert back to the player's configured crosshair when switching weapons? I trust this function doesn't change anything in the INI though...
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Re: Proper zoom function for weapons

Post by wildweasel »

Many thanks for this feature.
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