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 |
| Reporter | unRyker | ||||
| Assigned To | Rachael | ||||
| Priority | none | Severity | feature | Reproducibility | N/A |
| Status | closed | Resolution | open | ||
| 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. | |
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You can do this yourself using A_OverlayOffset. |
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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? |
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I haven't made any plans how to expose bobbing to scripting yet so this will have to wait until the time comes. |
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| 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 |