Freelook improvements
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Freelook improvements
Currently, freelook seems to be constrained to 45 degrees up or down, and some slight Y-shearing is noticeable.
Also, it seems like looking up and down is far more sensitive than looking left or right.
Also, it seems like looking up and down is far more sensitive than looking left or right.
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- Lead GZDoom+Raze Developer
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Re: Freelook improvements
Don't expect any quick results here. Build's pitching is totally different than what ZDoom implemented. It only shifts the horizon line up and down. This has two implications:
1) You cannot look up and down 90° because that'd result in an infinitely distant horizon line.
2) the math to calculate pitching is not intuitive.
This would have to be changed in all games and in parts of the engine itself. So don't expect any quick results here.
For the mouse sensitivity, for now you should change the vertical setting to better suit your needs. I really hope I can get this stuff refactored to using a real pitch but I have no idea how much code depends on it - with EDuke you surely can expect that it was exported to scripting as-is, in which case we are stuck.
1) You cannot look up and down 90° because that'd result in an infinitely distant horizon line.
2) the math to calculate pitching is not intuitive.
This would have to be changed in all games and in parts of the engine itself. So don't expect any quick results here.
For the mouse sensitivity, for now you should change the vertical setting to better suit your needs. I really hope I can get this stuff refactored to using a real pitch but I have no idea how much code depends on it - with EDuke you surely can expect that it was exported to scripting as-is, in which case we are stuck.
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Re: Freelook improvements
Here's a good illustration of some of the issues apparent, from a BUILD-knowledgable dude on the ZDF Discord:
NY00123 wrote:In Duke3D, there's this thing where if you're shooting a projectile like a rocket, then its ground speed (basically its motion in a 2D plane as observed from top-down view) will always be the same, regardless of the vertical component of its velocity.
This means that if you could get as close as possible to looking fully up/down in Duke3D, then the closer that this is done while shooting a rocket, the closer the rocket's speed would be to infinity.
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- Lead GZDoom+Raze Developer
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Re: Freelook improvements
So it does work exactly the same as Doom does here. Only ZDoom changed projectile velocity to properly factor in the pitch.
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Re: Freelook improvements
Yeah, Gutawer mentioned it's similar to vanilla Doom handling. So, not an unsolved problem but it probably takes a bit of messing around.
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Re: Freelook improvements
Definitely. This is something that goes deep into the engine logic so it must be handled very carefully.
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Re: Freelook improvements
This is what comes to my mind whenever the subject of "uncapping" freelook comes up.
[imgur]https://i.imgur.com/3YxFHiA[/imgur]
(note: I'm not against what is being suggested, I just find it odd...)
[imgur]https://i.imgur.com/3YxFHiA[/imgur]
(note: I'm not against what is being suggested, I just find it odd...)
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Re: Freelook improvements
Are you saying that people can't look straight up like that? 
Also, given that the weapon stays in the HUD view, the external representation would look even weirder (bent backwards by 90 degrees at the waist or something).

Also, given that the weapon stays in the HUD view, the external representation would look even weirder (bent backwards by 90 degrees at the waist or something).

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Re: Freelook improvements
Those who try to bring too much realism to their games will always lose. 

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Re: Freelook improvements
That screenshot is pretty funny for some reason :v .
I'm also looking forward to this feature, like, a lot. The view limits are pretty annoying, in a Software renderer not so much but since we don't support that anyway... + better sky rendering, this Y-shearing effect is some of the worst I've experienced compared to what's done in the Doom engine, in large open areas looking up/down feels like the sky is actually moving instead of my view.
I'm also looking forward to this feature, like, a lot. The view limits are pretty annoying, in a Software renderer not so much but since we don't support that anyway... + better sky rendering, this Y-shearing effect is some of the worst I've experienced compared to what's done in the Doom engine, in large open areas looking up/down feels like the sky is actually moving instead of my view.
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- Lead GZDoom+Raze Developer
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Re: Freelook improvements
All in good time - but please be patient.
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Re: Freelook improvements
Never said I'm not
.

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Re: Freelook improvements
I did remembered some very, very old version of EDuke32(well, I can't really sure, that was very long time ago) didn't limit the angle of player can look, and the result was if player look up and down on 90 degrees, then shooting rockets, they'll go horizontally...no, it's BAD.
(Not to say the very ugly y-shearing and other texture problems...)
If no side effects exists, I would like see fully freelook feature.
(Not to say the very ugly y-shearing and other texture problems...)
If no side effects exists, I would like see fully freelook feature.
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- Lead GZDoom+Raze Developer
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Re: Freelook improvements
Yeah, me, too - but this will require some quite extensive changes, and I am not sure that there isn't some scripting hook that works against it.
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Re: Freelook improvements
If you want to see something fun try DOOM BFA, there's no freelook limit and it's software. It's like you do a backflip and you can do it forward too, there's some graphics corruption but it's fun and some flats are corrupted even without freelook.Enjay wrote:Are you saying that people can't look straight up like that?


https://www.moddb.com/mods/classic-rbdo ... ic-edition