[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.1172151 [View]
File: 6 KB, 640x400, mouse movement.png [View same] [iqdb] [saucenao] [google]
1172151

>>1172082
For me, using freelook isn't even as deep as all that.

I use a trackball. I don't know if that plays a major roll in this, but my horizontal mouse movements tend to be arcs rather than lines.

Because of this, its really disjointing when I make movements with the mouse without freelook. Basically, because I arc slightly in the Y-axis, I expect my movements to put my point of aim either farther left or right of where it ends up. It's just a really weird feeling when that happens...

It's not like I freelook 90 degrees, either. I mean, most of my Y-axis movement is within 5-15 degrees of the horizon anyway, and generally, it's for stuff like accounting for my arc'd mouse movement.

To account for this, I turn off auto aim, and I avoid aiming beyond around 30-45 degrees (there aren't many instances where this would be useful in doom anyway).

> I want to calculate my own fire

meh, I'm a /k/ommando. I've not seen a Doom mod (or any game really) that accurately portrays shooting ever, so this isn't really a big deal for me.

I am working on a mod, though, that I hope can correct this a bit. Basically, I'm converting all hitscans into -NOGRAVITY projectiles, so that they sink a bit, although I've hit a few issues.

First off, I don't know what DECORATE's speed values are in m/s^2, and secondly, I want to be able to simulate deceleration from air resistance, but I don't know how to modify a projectile's speed in flight.

Any ideas?

Navigation
View posts[+24][+48][+96]