View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000438||Gameplay + OpenGL||[All Projects] Feature||public||2017-03-15 17:51||2017-04-30 18:06|
|Platform||Desktop Computer||OS||Windows 10||OS Version||64-bit|
|Summary||0000438: Seperate weapon-sprite bobbing from screen-bobbbing|
|Description||As seen in Zandronum Community Client with the command 'zcc_viewbob'. (Source code available)|
|Tags||No tags attached.|
|This could make movement feel a lot better for some that use 'movebob 0' and prefer to be as accurate with weapons as possible.|
You can do this yourself using A_OverlayOffset.
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?
I haven't made any plans how to expose bobbing to scripting yet so this will have to wait until the time comes.
|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|