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?Nash wrote: 3) There are a lot of calls to CVar.GetCVar at runtime
Aim Assist Mod v0.8.1
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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.
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Re: Aim Assist Mod v0.7.1, Now with Multiplayer Support!
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Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!
Multiplayer support? THANK YOU!
I'll have to try this on the new machine once I get Doom up and running on it.
I'll have to try this on the new machine once I get Doom up and running on it.
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Re: Aim Assist Mod v0.7.1, Now with Multiplayer Support!
Ah, if it's called that infrequently, then it shouldn't matter.RicardoLuis0 wrote: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?Nash wrote: 3) There are a lot of calls to CVar.GetCVar at runtime
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Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!
As a die-hard mobile Slayer, I approve this mod.
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Re: Aim Assist Mod v0.7.2, Now with Multiplayer Support!
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).
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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Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!
Thanks for the bug report, just fixed in last release v0.7.3lucker42 wrote:Recener works only if you press the "Hold Toggle Key" button and there are no enemies in the radius.
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Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!
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!
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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Re: Aim Assist Mod v0.7.3, Now with Multiplayer Support!
I don't test on dev builds, so thanks for the notice!Nash wrote:Please replace the "virtual" with "override" in your mod. Thanks!
I'll commit it to github for now, and then release a new version when 4.6 comes out.
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!
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.
I'm using mobile device to play Doom and this mod is extremely helpful.
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!
Can you please give some extra details, to help me reproduce the bug?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.
* 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!
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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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!
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.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.
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Re: Aim Assist Mod v0.7.4, Now with Multiplayer Support!
Version 0.7.5 is out, prevents mod from ever getting into a bad state when loading a savegame.
Download v0.7.5
Download v0.7.5
Spoiler: Changelog
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Re: Aim Assist Mod v0.7.5, Now with Multiplayer Support!
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