[Deprecated] Quake-style strafe tilting

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Matt
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Re: Quake-style strafe tilting (GZDoom)

Post by Matt »

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Zadango
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Re: Quake-style strafe tilting (GZDoom)

Post by Zadango »

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)

Post by MaxED »

Xeotroid wrote:search for "static" on ZDoom wiki, it won't find anything relevant
You are doing it wrong...
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Gollgagh
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Re: Quake-style strafe tilting (GZDoom)

Post by Gollgagh »

Rayd3r 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 :/
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 91

Code: Select all

	strafemod = GetPlayerInput(-1, INPUT_SIDEMOVE) / 50;
104

Code: Select all

	if (strafemod < 0 && strafe >= strafemod)
and 110

Code: Select all

	if (strafemod > 0 && strafe <= strafemod)
in conjunction are what will limit how far your tilt goes. Personally, I have mine divided by 40 instead of 50.
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Shadelight
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Re: Quake-style strafe tilting (GZDoom)

Post by Shadelight »

MaxED wrote:
Xeotroid wrote:search for "static" on ZDoom wiki, it won't find anything relevant
You are doing it wrong...
Was this post really necessary?
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Onar4241
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Re: Quake-style strafe tilting (GZDoom)

Post by Onar4241 »

BlazingPhoenix wrote:Was this post really necessary?
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.
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wildweasel
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Re: Quake-style strafe tilting (GZDoom)

Post by wildweasel »

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)

Post by Nash »

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)

Post by Ozymandias81 »

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!
Can't wait. :-D
hobblinharry
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Re: Quake-style strafe tilting (GZDoom)

Post by hobblinharry »

what is the mouse tilt mod people keep mentioning?
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Average
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Re: Quake-style strafe tilting (GZDoom)

Post by Average »

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
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Re: Quake-style strafe tilting (GZDoom)

Post by Gollgagh »

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:

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;
	}
}
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.
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Pookaball
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Re: Quake-style strafe tilting (GZDoom)

Post by Pookaball »

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)

Post by Devianteist »

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?
Grab a 2.x version of GZDoom from here; http://devbuilds.drdteam.org/gzdoom/
Pookaball
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Re: Quake-style strafe tilting (GZDoom)

Post by Pookaball »

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

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