Aim Assist Mod v0.7.5, Now with Multiplayer Support!

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.1, Now with Multiplayer Support!

Post by RicardoLuis0 »

Nash wrote: 3) There are a lot of calls to CVar.GetCVar at runtime
CVar.GetCVar is not actually called often, only when a player manually issues a "netevent AimAssistUpdateCVARs" via the menu option "Update Settings (Ingame)", is CVar.GetCVar so slow that it still poses a problem even then?
retronutcase
Posts: 100
Joined: Wed Jun 06, 2018 11:15 pm

Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!

Post by retronutcase »

Multiplayer support? THANK YOU! :D
I'll have to try this on the new machine once I get Doom up and running on it.
User avatar
Nash
 
 
Posts: 17319
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Aim Assist Mod v0.7.1, Now with Multiplayer Support!

Post by Nash »

RicardoLuis0 wrote:
Nash wrote: 3) There are a lot of calls to CVar.GetCVar at runtime
CVar.GetCVar is not actually called often, only when a player manually issues a "netevent AimAssistUpdateCVARs" via the menu option "Update Settings (Ingame)", is CVar.GetCVar so slow that it still poses a problem even then?
Ah, if it's called that infrequently, then it shouldn't matter.
User avatar
Alamo985
Posts: 27
Joined: Sat Mar 09, 2019 10:36 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!

Post by Alamo985 »

As a die-hard mobile Slayer, I approve this mod.
lucker42
Posts: 106
Joined: Thu Apr 04, 2019 9:25 pm

Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!

Post by lucker42 »

Thank you for supporting your mod!

I tried this and have a little remark:

Recener works only if you press the "Hold Toggle Key" button and there are no enemies in the radius.

However, it should work when you release the aiming button (or even always as it happened when I run your mod v. 0. 6 and Renecter 0.1 separately).
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!

Post by RicardoLuis0 »

lucker42 wrote:Recener works only if you press the "Hold Toggle Key" button and there are no enemies in the radius.
Thanks for the bug report, just fixed in last release v0.7.3
User avatar
Nash
 
 
Posts: 17319
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!

Post by Nash »

Hey Ricardo, I have implemented your request for the "virtual" qualifer for IsGrayed: https://github.com/coelckers/gzdoom/issues/1363

As a result of this, as of the latest devbuild of GZDoom (and eventually GZDoom 4.6.0, which is around the corner), AimAssist won't start up. Please replace the "virtual" with "override" in your mod. :) Thanks!
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!

Post by RicardoLuis0 »

Nash wrote:Please replace the "virtual" with "override" in your mod. :) Thanks!
I don't test on dev builds, so thanks for the notice!

I'll commit it to github for now, and then release a new version when 4.6 comes out.
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by RicardoLuis0 »

Version 0.7.4 is out, fixes compatibility with GZDoom 4.6.0

Download v0.7.4
Spoiler: Changelog
User avatar
Alamo985
Posts: 27
Joined: Sat Mar 09, 2019 10:36 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by Alamo985 »

So I spotted a bug. When I load a save from newly opened game, the mod did not start, and using switch key will free the game instantly.
I'm using mobile device to play Doom and this mod is extremely helpful.
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by RicardoLuis0 »

Alamo985 wrote:So I spotted a bug. When I load a save from newly opened game, the mod did not start, and using switch key will free the game instantly.
I'm using mobile device to play Doom and this mod is extremely helpful.
Can you please give some extra details, to help me reproduce the bug?
* Which mobile port this crashes on
* The version of GZDoom that it uses
* Any error messages from GZDoom log
* Which version(s) of the mod this happens on
User avatar
m8f
 
 
Posts: 1422
Joined: Fri Dec 29, 2017 4:15 am
Location: Siberia (UTC+7)

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by m8f »

Alamo985, just to clarify: did you have a saved game that was started without Aim Assist, and did you then add Aim Assist to load order? If so, the mod won't work until a new level is started.
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by RicardoLuis0 »

m8f wrote:Alamo985, just to clarify: did you have a saved game that was started without Aim Assist, and did you then add Aim Assist to load order? If so, the mod won't work until a new level is started.
If that's the case (adding the mod on an already-existing save), you can just use the "Update Ingame CVars" button to refresh the mod data, no need to wait until a new level is loaded.
User avatar
RicardoLuis0
Posts: 48
Joined: Tue Aug 21, 2018 9:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Brazil

Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by RicardoLuis0 »

Version 0.7.5 is out, prevents mod from ever getting into a bad state when loading a savegame.

Download v0.7.5
Spoiler: Changelog
antpostal
Posts: 6
Joined: Sun Jun 27, 2021 2:21 pm

Re: Aim Assist Mod v0.7.5, Now with Multiplayer Support!

Post by antpostal »

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

Return to “Gameplay Mods”