Do you use mouselook? Good idea?...

General discussion of the port and Doom-related chat.
De-M-oN
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RE: Do you use mouselook? Good idea?...

#41

Post by De-M-oN » Fri Dec 05, 2014 7:08 pm

I think you'd need to check if vanilla's max bullet range is the same as the 1024 map unit tracer range for autoaim detection. If so, then freelook doesn't add anything you can't do in vanilla doom. IIRC, Zdoom made the limit like 20480 map units for hitscan, so this definitely changes a lot just by playing this port. This is a good vanilla question.
I misunderstood you. sorry.

hmm good question. But for example the enemies like chaingunner/masterminds still have the bullet range limit in the ports.
I would assume that the player hasnt a bullet range limit as well in vanilla engine. But my last vanilla engine game was too long ago to remember. But I dont remember such of a limit. Just the normal autoaim range limit which is at least still intact also with gzdoom/zandronum.

But it would be possible to create a test map and try to snipe with the chaingun at vanilla engine from high distance.

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RE: Do you use mouselook? Good idea?...

#42

Post by TheCrimsonEscapade » Thu Jan 29, 2015 6:43 pm

I only use mouselook on pWADs that require ZDoom and ZDoom derivative source ports. For pWADs that are built on Vanilla Doom or much older source ports, mouselook can break the gameplay, as can things such as crouching and jumping.
Last edited by TheCrimsonEscapade on Thu Jan 29, 2015 6:44 pm, edited 1 time in total.

Kara Kurt
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RE: Do you use mouselook? Good idea?...

#43

Post by Kara Kurt » Thu Jan 29, 2015 7:02 pm

TheCrimsonEscapade wrote: For pWADs that are built on Vanilla Doom or much older source ports, mouselook can break the gameplay, as can things such as crouching and jumping.
Well, it is an evidence. It's like saying playing CTF or Team games with no newschool settings break the gameplay.

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RE: Do you use mouselook? Good idea?...

#44

Post by TheCrimsonEscapade » Thu Jan 29, 2015 7:07 pm

Kara Kurt wrote:
TheCrimsonEscapade wrote: For pWADs that are built on Vanilla Doom or much older source ports, mouselook can break the gameplay, as can things such as crouching and jumping.
Well, it is an evidence. It's like saying playing CTF or Team games with no newschool settings break the gameplay.
I was referring to things such as the Doom II final boss. Or being able to hit enemies that are on platforms really high up that you shouldn't be able to touch until you get to that platform.
Or in the case of crouching and jumping, there are plenty of levels where you can skip entire sections that you shouldn't normally be able to skip without it.
Last edited by TheCrimsonEscapade on Thu Jan 29, 2015 7:08 pm, edited 1 time in total.

De-M-oN
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RE: Do you use mouselook? Good idea?...

#45

Post by De-M-oN » Thu Jan 29, 2015 7:57 pm

I told him it already thousand times^^

Also: Autoaim Range limit. You have not unlimited range at autoaim, so many enemies at industrial zone arent reachable on the buildings from high distances.

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RE: Do you use mouselook? Good idea?...

#46

Post by Kara Kurt » Thu Jan 29, 2015 8:37 pm

Here he is again.

Nah you were wasting your time because I couldn't care less.

Mapoleon
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RE: Do you use mouselook? Good idea?...

#47

Post by Mapoleon » Sat Jan 31, 2015 10:03 am

Ever since I started using mouselook, my gaming experience increased tenfolds. This is literally the best idea I've ever had.

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RE: Do you use mouselook? Good idea?...

#48

Post by Shane » Mon Feb 02, 2015 9:58 am

There is a middle ground if you're willing to explore it

If you're like me then you're always switching between no freelook servers or freelook enabled and usually the transition makes it difficult to aim when you are used to aiming wherever you please to being restricted to a horizontal mouselook. What I can recommend is creating an alias that when held allows vertical freelook and when you let go, reverts to the center of the screen and returns to horizontal mouselook.

Since changing freelook in console is not considered flooding the command line, you can do this as much as you please, letting you play comfortably without freelook but still have the setting on stand by if you're playing a wad where you need vertical vision.

Or use an alias with rebind to toggle on or off
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RE: Do you use mouselook? Good idea?...

#49

Post by Kara Kurt » Mon Feb 02, 2015 1:39 pm

^This. I'm using both now but I'd rather stick to the toggle because besides the fact that I have to constantly press 3 buttons at the same time I would have trouble moving with a fourth key.

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Shadowlink223
 
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RE: Do you use mouselook? Good idea?...

#50

Post by Shadowlink223 » Thu Feb 05, 2015 10:58 am

I generally just like to leave mouselook on with no autoaim most of the time, although sometimes I'll play vanilla style.

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