Aim Assist Mod v0.8.1

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Jay0
 
 
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Re: Aim Assist Mod v0.7.1, Now with Multiplayer Support!

Post by Jay0 »

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
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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.
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Nash
 
 
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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.
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Alamo985
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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
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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).
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Jay0
 
 
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Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!

Post by Jay0 »

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
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Nash
 
 
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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!
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Jay0
 
 
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Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!

Post by Jay0 »

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.
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Jay0
 
 
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by Jay0 »

Version 0.7.4 is out, fixes compatibility with GZDoom 4.6.0

Download v0.7.4
Spoiler: Changelog
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Alamo985
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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.
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Jay0
 
 
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by Jay0 »

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
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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.
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Jay0
 
 
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by Jay0 »

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.
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Jay0
 
 
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!

Post by Jay0 »

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
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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

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