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IDProjectCategoryView StatusLast Update
0000438Gameplay + OpenGL[All Projects] Featurepublic2017-04-30 18:06
ReporterunRyker 
Assigned ToRachael 
PrioritynoneSeverityfeatureReproducibilityN/A
Status closedResolutionopen 
PlatformDesktop ComputerOSWindows 10OS Version64-bit
Summary0000438: Seperate weapon-sprite bobbing from screen-bobbbing
DescriptionAs seen in Zandronum Community Client with the command 'zcc_viewbob'. (Source code available)
TagsNo tags attached.

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unRyker

unRyker

2017-03-15 17:53

reporter   ~0001009

This could make movement feel a lot better for some that use 'movebob 0' and prefer to be as accurate with weapons as possible.
Major Cooke

Major Cooke

2017-03-15 18:36

reporter   ~0001010

Last edited: 2017-03-15 18:36

View 2 revisions

You can do this yourself using A_OverlayOffset.

unRyker

unRyker

2017-03-15 22:20

reporter   ~0001013

Last edited: 2017-03-15 22:21

View 2 revisions

Yes, but can become exhausting especially with weapon packs that are really only played temporarily. However, with such a statement like that: Why is wbobspeed part of the engine when we can do it ourselves with Weapon.BobSpeed? Why not allow more acessibility to the players-- just choosing how they want to make their perspective look like to their taste in this case?

Graf Zahl

Graf Zahl

2017-03-16 12:28

administrator   ~0001020

I haven't made any plans how to expose bobbing to scripting yet so this will have to wait until the time comes.

Issue History

Date Modified Username Field Change
2017-03-15 17:51 unRyker New Issue
2017-03-15 17:53 unRyker Note Added: 0001009
2017-03-15 18:36 Major Cooke Note Added: 0001010
2017-03-15 18:36 Major Cooke Note Edited: 0001010 View Revisions
2017-03-15 22:20 unRyker Note Added: 0001013
2017-03-15 22:21 unRyker Note Edited: 0001013 View Revisions
2017-03-16 12:28 Graf Zahl Status new => on hold
2017-03-16 12:28 Graf Zahl Note Added: 0001020
2017-04-30 18:06 Rachael Assigned To => Rachael
2017-04-30 18:06 Rachael Status on hold => closed