
true vertical aiming "Has it been done?"
#1 Posted 15 February 2011 - 12:20 AM
#3 Posted 15 February 2011 - 01:17 AM
Micky C, on Feb 15 2011, 04:06 AM, said:
I looked for that under game settings, keyboard settings, and the dukeplus menus and couldn't find it, which is why I figured it didn't exist.
And... still don't see it.
#4 Posted 15 February 2011 - 01:21 AM

#5 Posted 15 February 2011 - 02:31 AM
Micky C, on Feb 15 2011, 04:21 AM, said:

Ah, thanx for that. Never thought to look in there. I always remembered that just being multiplayer settings.
#6 Posted 15 February 2011 - 05:18 AM
#7 Posted 15 February 2011 - 08:27 AM
trencheel303, on Feb 15 2011, 08:18 AM, said:
Auto-aim always drove me crazy in these older games. There were always these annoying situations where auto-aim wouldn't actually put the shots where they needed to be in order to hit a target, forcing some ridiculous compensation. The easiest place to find this is walking into the movie foyer in E1L1. I can never hit the trooper behind the counter unless I get right in front of him. On auto-aim, the bullets will just keep hitting the counter instead of him. It also shows up a lot trying to hit moving targets with slow projectiles.
(I also wanted to experiment with ballistic weapons though)
This post has been edited by wayskobfssae: 15 February 2011 - 08:33 AM
#8 Posted 15 February 2011 - 08:46 AM
wayskobfssae, on Feb 15 2011, 08:27 AM, said:
Right, because auto-aim always goes for the chest.
As a modder, I hate auto-aim. For example, if I want my mod to have headshots, I have to turn off autoaim for it to work (I actually do this for the sniper shots in WGR2). I have to save the player's auto-aim setting in a variable, turn it off while they are using the scope, and then restore their setting afterwords.
Auto-aim makes you miss if the middle of the enemy is not visible. It also makes locational damage impossible, not just headshots. Another example: In my Attrition mod, I have bullet wounds that spawn on the exact locations that your bullets hit enemies. So if you shoot them in the leg, a wound appears on their leg and it keeps bleeding there for a while. But if the player has auto-aim on, all the shots go right to the middle of the chest, and it looks stupid (not to mention being less satisfying).
Auto-aim on rockets is also bad, because once again it goes for the chest. The best place to fire a rocket is at the enemy's feet. That way if you miss, it hits the ground next to them and they still take a lot of splash damage.
Auto-aim sucks, and I would disable it in all of my mods but I know it would piss off all those auto-aim lovers.
#9 Posted 15 February 2011 - 01:28 PM
DeeperThought, on Feb 15 2011, 11:46 AM, said:
As a modder, I hate auto-aim. For example, if I want my mod to have headshots, I have to turn off autoaim for it to work (I actually do this for the sniper shots in WGR2). I have to save the player's auto-aim setting in a variable, turn it off while they are using the scope, and then restore their setting afterwords.
Auto-aim sucks, and I would disable it in all of my mods but I know it would piss off all those auto-aim lovers.
Aye. I really don't know why anyone would want to use auto-aim these days - not on a the PC platform anyhow. After so many years of gaming with trueaim, I find auto to be more of a hindrance than a help. I'd disable it too.

This post has been edited by wayskobfssae: 15 February 2011 - 01:28 PM
#12 Posted 15 February 2011 - 04:45 PM
Is there some way to make mouse look work at a full 180 degrees from straight down at your feet to straight up into the sky? This is the only game where I feel like I'm running around with a neck brace.
#13 Posted 15 February 2011 - 04:59 PM
Mad Max RW, on Feb 15 2011, 07:45 PM, said:
Is there some way to make mouse look work at a full 180 degrees from straight down at your feet to straight up into the sky? This is the only game where I feel like I'm running around with a neck brace.
to answer your question
http://wiki.eduke32....iki/Mouse_setup
all other questions to play the game
http://wiki.eduke32.com/wiki/Main_Page
I can't find that link fast either either, it should be sticky?
This post has been edited by Hank: 15 February 2011 - 04:59 PM
#14 Posted 15 February 2011 - 05:02 PM
#15 Posted 15 February 2011 - 05:55 PM
Plagman, on Feb 15 2011, 08:02 PM, said:
Interesting. At least now I know I'm not missing some obscure console commands. Hopefully it's investigated further, but I'll live.
#16 Posted 15 February 2011 - 06:30 PM
#17 Posted 15 February 2011 - 06:35 PM
Mad Max RW, on Feb 15 2011, 08:55 PM, said:
While it might be fun to do, it would probably look pretty bad... even moreso than things sometimes look currently at extreme angles. Sprites would completely disappear when looking straight up or down.
#18 Posted 16 February 2011 - 07:16 AM
wayskobfssae, on Feb 15 2011, 09:35 PM, said:
True, but the 3d models from the HRP eliminate that problem. It's the same with the various Doom source ports that add proper 180 degree mouselook. You can always switch back to sprites, and I do when I'm in the mood for the "pure" experience. Personally, I don't think it makes any sense to leave an obsolete design decision by 3D Realms in a source port that brought everything else up to today's tech standards.
#19 Posted 16 February 2011 - 09:01 AM
BTW U and I were always my first used keys in original Dos Duke after launching game first time.
#20 Posted 16 February 2011 - 09:24 AM
Plagman, on Feb 15 2011, 11:02 PM, said:
Duke3D look up and down method is quite simply. The game adds a vertical velocity of the projectile, which replicates an angle.
However the game doesn't change the horizontal velocity. So for example a projectile with a speed of X fired at an angle of 45º will be given a vertical speed also of X.
Despite the discrepancy of true 3D speed of a projectile fired by this algorithm (i.e. at 45º the actual speed equal to √2 of the 0º speed), it's technically impossible to fire a projectile at 90º since that will means the vertical speed would be infinite.
Plagman, on Feb 15 2011, 11:02 PM, said:
Yeah, in the classic mode it's impossible to look straight up, due to the "2.5D" engine.
However Polymer (and perhaps Polymost?) doesn't have that kind of limitation.
This post has been edited by Fox: 16 February 2011 - 09:25 AM
#21 Posted 16 February 2011 - 09:27 AM
Reworking the tangent-based horiz stuff for angles would be more trouble than it's worth IMO. What of the mods that do caculations based on it? Besides, how often do you really have to look that far up or down?
#22 Posted 16 February 2011 - 09:30 AM
#23 Posted 16 February 2011 - 10:06 AM
Helixhorned, on Feb 16 2011, 12:27 PM, said:
Reworking the tangent-based horiz stuff for angles would be more trouble than it's worth IMO. What of the mods that do caculations based on it? Besides, how often do you really have to look that far up or down?
Might've come in handy for one of my map levels I'm doing, which is essentially a vertical shaft with platforms and rising lava. Easily worked around, but it'd be cool if the player could look straight up and see just how vast it is.
#24 Posted 16 February 2011 - 04:44 PM
Mad Max RW, on Feb 16 2011, 10:16 AM, said:
What? No they don't. The obvious solution is to add sprite billboarding, like various Doom ports.
Mad Max RW, on Feb 16 2011, 10:16 AM, said:
This is honestly one of the dumbest fucking things I've ever read in my life.
#25 Posted 16 February 2011 - 04:57 PM
Captain Awesome, on Feb 16 2011, 07:44 PM, said:
This is honestly one of the dumbest fucking things I've ever read in my life.
Oh you're the resident troll on these boards? Hello to you, too.
#26 Posted 16 February 2011 - 05:28 PM
Mad Max RW, on Feb 16 2011, 07:57 PM, said:
As if tossing an unneeded, not to mention, illogical insult at 3DR couldn't be classified as flamebait...
#28 Posted 16 February 2011 - 05:44 PM
Mad Max RW, on Feb 17 2011, 01:57 AM, said:
Well, you will notice i few more of them around here.
#29 Posted 16 February 2011 - 06:07 PM
wayskobfssae, on Feb 16 2011, 08:28 PM, said:
I wasn't insulting 3DR and never intended it to be construed that way. It's just when I fire up eduke32 with HRP/polymer and all the bells and whistles like bump mapping, 3d models, advanced lighting, high res textures, etc., the only thing that glaringly sticks out for me as a relic of the original engine is the limited mouselook. And it's not even a big deal. So before you jump up my ass how about some people take a breather and re-read your replies before hitting the Submit button.