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antpostal wrote:does this mod work with Zandronum? or no? any future plans? just wondering there are much harder mods that i wanna try that aim assist might help alot with. this mod is a very helpful tool. thats for sure
It doesn't work on zandro, since it requires ZScript support, which it lacks.
As for future plans, i'll keep fixing any bugs i encounter, and try to implement feature requests when possible.
A "legacy" version is now up for anyone still using the 3.x versions of GZDoom, with the same multiplayer support as v0.7.5 ( and is the same as v0.7.5, except for reverting the changes to the menu system that happened in 4.x ).
Man this is great <3
Sometimes I have issues playing on a mouse and keyboard and having something like this makes my life so much more convenient.
A lot of the offset settings confuse me, though with a lot of fiddling I got it how I wanted it.
Is there a way to make it so it doesn't move my crosshair for me? Just makes a radius around the crosshair that, if an enemy is inside, it will get hit?
MJM247 wrote: ↑Wed Nov 23, 2022 10:50 pm
Is there a way to make it so it doesn't move my crosshair for me? Just makes a radius around the crosshair that, if an enemy is inside, it will get hit?
Version 0.8.0 is out, now with support for custom user presets.
Download v0.8.0 !!IMPORTANT!! - CVAR names have changed, to keep using your old settings port them to the new format using the Presets->Load Old Format Config option.
Spoiler: Changelog
01/05/23 - v0.8.0
!!IMPORTANT!! - CVAR names have changed, to keep using your old settings port them to the new format using the Presets->Load Old Format Config option.
Fixed bug where obstruction marker would show even when "debug markers" was off
Added "On Obstruction" options to menu, "Aim Correction" is the new method, "Target Closest" is the previous method, "Don't Aim" skips aiming if target point isn't visible
hi there... I love this mod... makes the game very playable for me on my allyX handheld... but I can not work out how the "center" function thing works.
I like to have a more "classic" feel in doom, so I prefer to play without mouse look. This also means the sprites look good all the time... but if you have mouse look disabled either option the mod will still tit the camera... and then you can not get it back down without using the hotkey.
There is the recenter options, but I can not seem to get it to work, no matter what setting I have, even if it is "always on".
Anyone got a solution for this?
Is there a way to just disable the vertical tilt of the mod completely?
aJynks wrote: ↑Mon Sep 02, 2024 12:46 am
There is the recenter options, but I can not seem to get it to work, no matter what setting I have, even if it is "always on".
as long as you have recenter enabled as "on", it should work -- you don't need to set it to always enabled, always enabled enables it while aiming at an enemy
recenter.png
aJynks wrote: ↑Mon Sep 02, 2024 12:46 am
Is there a way to just disable the vertical tilt of the mod completely?
might be a bit janky, but recenter with a high step + always enabled should counteract any vertical aim assist
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01/05/23 - v0.8.0
!!IMPORTANT!! - CVAR names have changed, to keep using your old settings port them to the new format using the Presets->Load Old Format Config option.
Fixed bug where obstruction marker would show even when "debug markers" was off
Added "On Obstruction" options to menu, "Aim Correction" is the new method, "Target Closest" is the previous method, "Don't Aim" skips aiming if target point isn't visible
I love this mod.. it is a must and I have found it to work fine in almost all the wads I've tried to run it with... I play a lot on handheld using a gamepad, and it is absolutely essential for a good game experience imo. Fantastic stuff.
: SUGGESTION :
The only thing that bugs me in a otherwise perfect mod is that it can be hard to shoot barrels, as it auto aims to the monsters. I know you can toggle the entire aim system off and on, and that is cool, but I think maybe a good idea would be to simply have a button to switch to targeting only barrels. So you can press a button shoot, and the barrel explodes.
Also, if possible, and for your consideration, how hard would it be to change the toggle to a "hold down for on" type thing, similar to how run works. At the moment you can only turn it off or on as a toggle... but how cool would it be to have a hold down to set off and released to be on. (or an option for the other way around)... you could play and hold down right click while shooting to just switch it off while you do something, and release to turn it on (or use a trigger in my case with a gamepad)
So those are my two suggestions... 1) Target Barrel button... and 2) a Hot key that while held down auto aim is off, and when released autoaim is on (with a option to reverse that)
Thanks again for a fantastic mod, which will continue to be fantastic even if you hate my suggestions and never implement them.
aJynks wrote: ↑Tue Feb 18, 2025 2:14 am
The only thing that bugs me in a otherwise perfect mod is that it can be hard to shoot barrels, as it auto aims to the monsters. I know you can toggle the entire aim system off and on, and that is cool, but I think maybe a good idea would be to simply have a button to switch to targeting only barrels. So you can press a button shoot, and the barrel explodes.
not very doable, each mod defines barrels in its own way, so it'd need individual compat
aJynks wrote: ↑Tue Feb 18, 2025 2:14 am
Also, if possible, and for your consideration, how hard would it be to change the toggle to a "hold down for on" type thing, similar to how run works. At the moment you can only turn it off or on as a toggle... but how cool would it be to have a hold down to set off and released to be on. (or an option for the other way around)... you could play and hold down right click while shooting to just switch it off while you do something, and release to turn it on (or use a trigger in my case with a gamepad)
you can already do that, just press the switch toggle key once to turn it "off" before holding the hold toggle key, then it'll be "hold for on release for off"