Not sure why you wouldn't want to use a global variable for that though. Something memory-related?
[Deprecated] Quake-style strafe tilting
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Matt
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Re: Quake-style strafe tilting (GZDoom)
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Zadango
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Re: Quake-style strafe tilting (GZDoom)
Daaamn! I've been awaiting this since long! Good work here, Nash!
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MaxED
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Re: Quake-style strafe tilting (GZDoom)
You are doing it wrong...Xeotroid wrote:search for "static" on ZDoom wiki, it won't find anything relevant
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Gollgagh
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Re: Quake-style strafe tilting (GZDoom)
I know this is an ancient post, and you probably have it figured out by now, but the real limiter in the code is 'strafemod'. The "limits" near the bottom of the code should conceivably keep the tilt from completely upside flipping out, but lines 91Rayd3r wrote:Can anyone help with increasing the amount that the screen will tilt, I want to make it more intense, someone posted about this previously and someone mentioned a limiter, so I've been going through the code and upping values but it doesn't seem to be working, not sure which part of the code I should change, hopefully someone can give me a hint. Thought I would of figured this out by now but it's got me pretty beat :/
Code: Select all
strafemod = GetPlayerInput(-1, INPUT_SIDEMOVE) / 50;Code: Select all
if (strafemod < 0 && strafe >= strafemod)Code: Select all
if (strafemod > 0 && strafe <= strafemod)-
Shadelight
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Re: Quake-style strafe tilting (GZDoom)
Was this post really necessary?MaxED wrote:You are doing it wrong...Xeotroid wrote:search for "static" on ZDoom wiki, it won't find anything relevant
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Onar4241
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Re: Quake-style strafe tilting (GZDoom)
I'm not speaking for everyone, but yes it was, because many people have an annoying tendency to just drop 2 words: "Not working" instead of doing a search themselves and find why it isn't working.BlazingPhoenix wrote:Was this post really necessary?
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wildweasel
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Re: Quake-style strafe tilting (GZDoom)
I find a little politeness goes a long way, and a good start with that is not patronizing the people that you're trying to help. I find LMGTFY links are not especially conducive to that.
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Nash
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Re: Quake-style strafe tilting (GZDoom)
Hey I didn't get enough free time to read the entire thread (I'll be in Germany for a month to record my band's album) but one thing that I really want to implement is cl_rollangle and make it function exactly like Quake's so that the user can modify it them selves in the console... I'll get around to it eventually!
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Ozymandias81
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Re: Quake-style strafe tilting (GZDoom)
Can't wait.Nash wrote:Hey I didn't get enough free time to read the entire thread (I'll be in Germany for a month to record my band's album) but one thing that I really want to implement is cl_rollangle and make it function exactly like Quake's so that the user can modify it them selves in the console... I'll get around to it eventually!
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hobblinharry
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Re: Quake-style strafe tilting (GZDoom)
what is the mouse tilt mod people keep mentioning?
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Average
- Posts: 626
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Re: Quake-style strafe tilting (GZDoom)
hobblinharry wrote:what is the mouse tilt mod people keep mentioning?
http://forum.zdoom.org/viewtopic.php?f= ... se#p814093
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Gollgagh
- Posts: 208
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Re: Quake-style strafe tilting (GZDoom)
I noticed that tilt angle wasn't being maintained mid-air (like when you strafe off of a cliff), so I added one more ground-check for the reset view section in my personal version:
I know Quake also does reset the view if you change your strafe direction mid-air, but it also completely stops current horizontal movement if you do that; since Doom does not have this behavior (changing direction mid-air is pretty hard), I didn't bother trying to put that in.
Code: Select all
// reset view
// when no movement keys are pressed or if player starts to move slow
if(CheckPlayerOnGround()) {
if (!KeyDown(BT_MOVELEFT) && !KeyDown(BT_MOVERIGHT) && GetPlayerInput(-1, INPUT_SIDEMOVE) == 0 || GetPlayerMoveSpeed(0) < 1.1) {
if (strafe < 0)
strafe += strafespeed;
if (strafe > 0)
strafe -= strafespeed;
}
}You do not have the required permissions to view the files attached to this post.
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Pookaball
- Posts: 2
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Re: Quake-style strafe tilting (GZDoom)
Hey guys, I've read the entire thread and tried to load the mod by dragging it over GZDoom.exe and it doesn't seem to work! Apparently, there is ACS scripting involved, which I unfortunately know nothing about! Could anyone please explain what I should do to get this mod running?
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Devianteist
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Re: Quake-style strafe tilting (GZDoom)
Grab a 2.x version of GZDoom from here; http://devbuilds.drdteam.org/gzdoom/Pookaball wrote:Hey guys, I've read the entire thread and tried to load the mod by dragging it over GZDoom.exe and it doesn't seem to work! Apparently, there is ACS scripting involved, which I unfortunately know nothing about! Could anyone please explain what I should do to get this mod running?
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Pookaball
- Posts: 2
- Joined: Tue Jul 07, 2015 12:35 pm
Re: Quake-style strafe tilting (GZDoom)
Thanks, I can't believe the solution was so simple!
EDIT: Oh my god, I have been waiting for such a mod ever since I found out you can do something with motion bob in GZDoom! Up until now I was limited to "stillbob" and "movebob", but now moving in Doom is near to how one could expect to move in real life I guess! Thanks to everyone in this thread!
*autoloads mod until the end of his life
EDIT: Oh my god, I have been waiting for such a mod ever since I found out you can do something with motion bob in GZDoom! Up until now I was limited to "stillbob" and "movebob", but now moving in Doom is near to how one could expect to move in real life I guess! Thanks to everyone in this thread!
*autoloads mod until the end of his life