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Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 3:34 am
by Onar4241
Is it possible to include the same camera effect from Black Mesa? In my opinion it really it was something in-gameplay.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 5:53 am
by Tormentor667
Now we need a death-cam :)

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 6:06 am
by YukesVonFaust
ZDoom already had a death-cam, Torm.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 6:07 am
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 DeathCamâ„¢ and I'm sure I've seen that done via ACS already too. Or maybe the Duke Nukem style tilted viewpoint when you die?

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 10:16 am
by Tormentor667
Sorry, I guess I expressed myself wrong, I mean Duke's tilted viewpoint when dying, exactly.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 10:41 am
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.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 11:38 am
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

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 1:57 pm
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).

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 3:36 pm
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.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sat Feb 28, 2015 7:18 pm
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...

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Mar 01, 2015 4:01 am
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

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Mar 01, 2015 7:44 am
by Kizoky
Amazing!

Will this thing work with ZDoom at all?

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Mar 01, 2015 8:05 am
by Onar4241
KiLerZolika wrote:Amazing!

Will this thing work with ZDoom at all?
Unfortunately it doesn't. Tried it and no effect.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Mar 01, 2015 12:01 pm
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.

Re: Quake-style strafe tilting (GZDoom)

Posted: Sun Mar 01, 2015 12:42 pm
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.