Freelook improvements

Moderator: Raze Developers

Talon1024
 
 
Posts: 362
Joined: Mon Jun 27, 2016 7:26 pm
Github ID: Talon1024
Graphics Processor: nVidia with Vulkan support

Freelook improvements

Post by Talon1024 »

Currently, freelook seems to be constrained to 45 degrees up or down, and some slight Y-shearing is noticeable.

Also, it seems like looking up and down is far more sensitive than looking left or right.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

Don't expect any quick results here. Build's pitching is totally different than what ZDoom implemented. It only shifts the horizon line up and down. This has two implications:

1) You cannot look up and down 90° because that'd result in an infinitely distant horizon line.
2) the math to calculate pitching is not intuitive.

This would have to be changed in all games and in parts of the engine itself. So don't expect any quick results here.
For the mouse sensitivity, for now you should change the vertical setting to better suit your needs. I really hope I can get this stuff refactored to using a real pitch but I have no idea how much code depends on it - with EDuke you surely can expect that it was exported to scripting as-is, in which case we are stuck.
User avatar
Kinsie
Posts: 7312
Joined: Fri Oct 22, 2004 9:22 am
Discord: Wow, this side panel's getting cluttered
Twitch ID: thekinsie
Github ID: TheKins
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Freelook improvements

Post by Kinsie »

Here's a good illustration of some of the issues apparent, from a BUILD-knowledgable dude on the ZDF Discord:
NY00123 wrote:In Duke3D, there's this thing where if you're shooting a projectile like a rocket, then its ground speed (basically its motion in a 2D plane as observed from top-down view) will always be the same, regardless of the vertical component of its velocity.

This means that if you could get as close as possible to looking fully up/down in Duke3D, then the closer that this is done while shooting a rocket, the closer the rocket's speed would be to infinity.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

So it does work exactly the same as Doom does here. Only ZDoom changed projectile velocity to properly factor in the pitch.
User avatar
Kinsie
Posts: 7312
Joined: Fri Oct 22, 2004 9:22 am
Discord: Wow, this side panel's getting cluttered
Twitch ID: thekinsie
Github ID: TheKins
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Freelook improvements

Post by Kinsie »

Yeah, Gutawer mentioned it's similar to vanilla Doom handling. So, not an unsolved problem but it probably takes a bit of messing around.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

Definitely. This is something that goes deep into the engine logic so it must be handled very carefully.
User avatar
Phredreeke
Posts: 243
Joined: Tue Apr 10, 2018 8:14 am
Discord: phredreeke#6500

Re: Freelook improvements

Post by Phredreeke »

This is what comes to my mind whenever the subject of "uncapping" freelook comes up.

[imgur]https://i.imgur.com/3YxFHiA[/imgur]

(note: I'm not against what is being suggested, I just find it odd...)
User avatar
Enjay
 
 
Posts: 26413
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Freelook improvements

Post by Enjay »

Are you saying that people can't look straight up like that? ;)

Also, given that the weapon stays in the HUD view, the external representation would look even weirder (bent backwards by 90 degrees at the waist or something). :lol:
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

Those who try to bring too much realism to their games will always lose. :P
User avatar
sinisterseed
Posts: 1278
Joined: Tue Nov 05, 2019 6:48 am
Github ID: sinisterseed
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: Freelook improvements

Post by sinisterseed »

That screenshot is pretty funny for some reason :v .

I'm also looking forward to this feature, like, a lot. The view limits are pretty annoying, in a Software renderer not so much but since we don't support that anyway... + better sky rendering, this Y-shearing effect is some of the worst I've experienced compared to what's done in the Doom engine, in large open areas looking up/down feels like the sky is actually moving instead of my view.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

All in good time - but please be patient.
User avatar
sinisterseed
Posts: 1278
Joined: Tue Nov 05, 2019 6:48 am
Github ID: sinisterseed
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: Freelook improvements

Post by sinisterseed »

Never said I'm not :p .
User avatar
PlayerLin
Posts: 574
Joined: Sun Nov 11, 2007 4:20 am
Graphics Processor: nVidia with Vulkan support
Location: XinZhuang, XinBei/New Taipei City(Former Taipei County), Taiwan.

Re: Freelook improvements

Post by PlayerLin »

I did remembered some very, very old version of EDuke32(well, I can't really sure, that was very long time ago) didn't limit the angle of player can look, and the result was if player look up and down on 90 degrees, then shooting rockets, they'll go horizontally...no, it's BAD.
(Not to say the very ugly y-shearing and other texture problems...)

If no side effects exists, I would like see fully freelook feature.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48040
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Freelook improvements

Post by Graf Zahl »

Yeah, me, too - but this will require some quite extensive changes, and I am not sure that there isn't some scripting hook that works against it.
User avatar
drfrag
Vintage GZDoom Developer
Posts: 3110
Joined: Fri Apr 23, 2004 3:51 am
Discord: drfrag#3555
Github ID: drfrag666
Location: Spain

Re: Freelook improvements

Post by drfrag »

Enjay wrote:Are you saying that people can't look straight up like that?
If you want to see something fun try DOOM BFA, there's no freelook limit and it's software. It's like you do a backflip and you can do it forward too, there's some graphics corruption but it's fun and some flats are corrupted even without freelook. :P Also funny that if you change the graphics settings you get a message saying you must restart the game or else it would crash, but it's too late to go back or save the game. :P
https://www.moddb.com/mods/classic-rbdo ... ic-edition

Return to “Closed Feature Suggestions”