[Deprecated] Quake-style strafe tilting

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Onar4241
Posts: 296
Joined: Sun Aug 03, 2014 9:41 am
Location: New York

Re: Quake-style strafe tilting (GZDoom)

Post by Onar4241 »

Is it possible to include the same camera effect from Black Mesa? In my opinion it really it was something in-gameplay.
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Tormentor667 »

Now we need a death-cam :)
User avatar
YukesVonFaust
Posts: 1351
Joined: Mon Feb 09, 2015 9:00 am
Location: in an undisclosed location that is the philippines

Re: Quake-style strafe tilting (GZDoom)

Post by YukesVonFaust »

ZDoom already had a death-cam, Torm.
User avatar
Enjay
 
 
Posts: 26935
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Enjay »

ZDoom already has a built in death camera (view switches to chasecam as you die). I have it on by default.
Spoiler:
Unless you mean something like the Wolfenstein DeathCam™ and I'm sure I've seen that done via ACS already too. Or maybe the Duke Nukem style tilted viewpoint when you die?
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Tormentor667 »

Sorry, I guess I expressed myself wrong, I mean Duke's tilted viewpoint when dying, exactly.
User avatar
Enjay
 
 
Posts: 26935
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Enjay »

I thought that might be what you meant. In fact, it was one of the first things that I thought might be possible when I heard this feature was being added. I wonder how it would enhance the Heretic/Hexen-style "skullpop" deaths too.
User avatar
Nash
 
 
Posts: 17484
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Nash »

Something like this?

EDIT: this doesn't work when ran together with gz-qtilt. It's because the Quake tilting code specifically resets the player's roll which will of course, overwrite the death tilt. I'll update gz-qtilt at some point to be more friendly with "plugin" mods that alter the player roll. Or if you're patient/impatient, you can merge them both your self, it shouldn't be hard. But if you're curious how Duke's death tilt will look like in Doom, run this mod alone... I wrote it in like 2 minutes as a proof of concept
Attachments
dukedead.pk3
(663 Bytes) Downloaded 252 times
User avatar
Xeotroid
Posts: 443
Joined: Sat Jun 23, 2012 7:44 am
Graphics Processor: nVidia with Vulkan support
Location: Czech Rep.

Re: Quake-style strafe tilting (GZDoom)

Post by Xeotroid »

Oh my god. This is amazing.

Only thing that's missing now is the drunk / poisoned effect from Blood, where the camera starts spinning a little (and some blur is added, but I think the dizzy camera spin is enough).
User avatar
Enjay
 
 
Posts: 26935
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Enjay »

Haha! Very nice, very cool. Good job Nash. :)

However, it doesn't work with skullpop (not sure if it can). If you try it in Heretic and use the "kill" console command to gib the player, you see the screen tilt momentarily but then the camera shifts to the view from the popped skull and, as a result, it resets to the normal untilted angle.
User avatar
Nash
 
 
Posts: 17484
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Nash »

Enjay: I think that's because the camera is not the player (which the SetActorRoll command was used on prior)... I don't think there's a way to access this floating camera from ACS...
User avatar
Tormentor667
Posts: 13554
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Tormentor667 »

Enjay wrote:Haha! Very nice, very cool. Good job Nash. :)
Indeed :) Unfortunately I am not able to combine this with QTILT myself, I am a bit limited in terms of scripting
User avatar
Kizoky
Posts: 291
Joined: Mon Nov 14, 2011 9:59 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Around weirdos, I'm the biggest weirdo among them
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Kizoky »

Amazing!

Will this thing work with ZDoom at all?
User avatar
Onar4241
Posts: 296
Joined: Sun Aug 03, 2014 9:41 am
Location: New York

Re: Quake-style strafe tilting (GZDoom)

Post by Onar4241 »

KiLerZolika wrote:Amazing!

Will this thing work with ZDoom at all?
Unfortunately it doesn't. Tried it and no effect.
User avatar
Ozymandias81
Posts: 2067
Joined: Thu Jul 04, 2013 8:01 am
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Ozymandias81 »

For people who needs QTilt+MaxED stuff, here you are such scripts all-in-one ACS (I'm doing this because I think they're free):
Spoiler:
You'll just need to compile this inside an ACS source file with most recent acc.exe, then add it inside LOADACS lump into your wad/pk3 file.
User avatar
Enjay
 
 
Posts: 26935
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Quake-style strafe tilting (GZDoom)

Post by Enjay »

Nash wrote:Enjay: I think that's because the camera is not the player (which the SetActorRoll command was used on prior)... I don't think there's a way to access this floating camera from ACS...
The player's view switches to the [wiki]Classes:BloodySkull[/wiki] actor that pops out of the player when [wiki]A_SkullPop[/wiki] is called. I don't know enough about it to even start making sensible guesses as to how or whether it might be possible to use the tilt via this actor.
Locked

Return to “Abandoned/Dead Projects”