Head Bobbing

Discuss all aspects related to modding Zandronum here.
Post Reply
drd4evr
New User
Posts: 2
Joined: Wed Jun 27, 2012 2:50 am
Location: Georgia

Head Bobbing

#1

Post by drd4evr » Thu Jul 26, 2012 2:16 am

Is there a way to lower how much the player's head bobs? I've looked on the zdoom wiki but didn't see anything about it.

Yellowtail
Forum Regular
Posts: 152
Joined: Tue Jun 19, 2012 1:02 pm

RE: Head Bobbing

#2

Post by Yellowtail » Thu Jul 26, 2012 2:23 am

For moving, cl_movebob (Default is either .5 or .25, can't remember)
For standing, cl_stillbob (Default is 0)

They're both console commands.

drd4evr
New User
Posts: 2
Joined: Wed Jun 27, 2012 2:50 am
Location: Georgia

RE: Head Bobbing

#3

Post by drd4evr » Thu Jul 26, 2012 2:28 am

Is there any way to do it through acs though? I'm trying to make a horror-styled wad where the player can only walk at a very slow pace but the head bobbing kind of looks funny. (sorry if i sound kind of noobish)

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: Head Bobbing

#4

Post by Qent » Thu Jul 26, 2012 3:06 am

For the record it's "movebob" and "stillbob," not cl_*.
drd4evr wrote: Is there any way to do it through acs though? I'm trying to make a horror-styled wad where the player can only walk at a very slow pace but the head bobbing kind of looks funny. (sorry if i sound kind of noobish)
You can easily with ConsoleCommand, but please don't! It's super annoying, and I already bugged StrikerMan enough for doing it in GETC.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Head Bobbing

#5

Post by Ænima » Thu Jul 26, 2012 3:28 am

There should be a DECORATE weapon property for this. Something like Weapon.BobAmount 1.0. That'd be nice.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: Head Bobbing

#6

Post by Qent » Thu Jul 26, 2012 3:43 am

After a tiny bit of research and IRC discussion:

http://forum.zdoom.org/viewtopic.php?f=18&t=17716
http://forum.zdoom.org/viewtopic.php?f=18&t=20815

I would also like some way to modify this in DECORATE, though. :/

User avatar
mytis
Retired Staff / Community Team Member
Posts: 40
Joined: Sat May 26, 2012 7:10 am
Location: California

RE: Head Bobbing

#7

Post by mytis » Thu Jul 26, 2012 4:18 am

Not only would being able to adjust the viewbob in decorate help mods which slow down the player, but also mods like rocket jump extreme or collect the coins would benefit from the author being able to adjust viewbob. Apparently traveling at high speeds with viewbob makes the players perspective not update as fast -- I don't know exactly what happens, but removing viewbob fixes it.

We should have this!

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Head Bobbing

#8

Post by Llewellyn » Thu Jul 26, 2012 4:23 am

Ænima wrote: There should be a DECORATE weapon property for this. Something like Weapon.BobAmount 1.0. That'd be nice.
There is!
In Zdoom 2.6.0.

User avatar
mytis
Retired Staff / Community Team Member
Posts: 40
Joined: Sat May 26, 2012 7:10 am
Location: California

RE: Head Bobbing

#9

Post by mytis » Thu Jul 26, 2012 8:57 am

Llewellyn wrote:
Ænima wrote: There should be a DECORATE weapon property for this. Something like Weapon.BobAmount 1.0. That'd be nice.
There is!
In Zdoom 2.6.0.
Not being familiar with the engine, I wonder. Is gzdoom likely to, if not catch up, eventually reach the development stage zdoom is at? In other words; Might gzdoom ever have Weapon.Bob properties?

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: Head Bobbing

#10

Post by Qent » Thu Jul 26, 2012 4:02 pm

Llewellyn wrote:
Ænima wrote: There should be a DECORATE weapon property for this. Something like Weapon.BobAmount 1.0. That'd be nice.
There is!
In Zdoom 2.6.0.
That doesn't do what he wants. It only affects how much Doomguy tosses his gun around. Since it needs to affect view bobbing while walking/standing with any weapon, making it a weapon property seems rather inappropriate anyway, IMHO. You would have to modify every weapon.
Last edited by Qent on Thu Jul 26, 2012 4:03 pm, edited 1 time in total.

User avatar
Ænima
Addicted to Zandronum
Posts: 3579
Joined: Tue Jun 05, 2012 6:12 pm

RE: Head Bobbing

#11

Post by Ænima » Thu Jul 26, 2012 5:41 pm

Well that's what I want.

A shouldered weapon such as an RPG shouldn't bob around as fast as a shotgun would. Ex: I'd like to give a shotgun Weapon.BobAmount 1.0 and an RPG Weapon.BobAmount 0.3.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Qent
Retired Staff / Community Team Member
Posts: 1424
Joined: Tue May 29, 2012 7:56 pm
Contact:

RE: Head Bobbing

#12

Post by Qent » Thu Jul 26, 2012 5:49 pm

That would be cool, but it's not what this thread is about. :P At least it can be backported, though. The move-/stillbob thing isn't even in ZDoom.

Post Reply