Author Topic: bob commands?  (Read 4719 times)

Offline ztev0

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bob commands?
« on: June 11, 2011, 03:15:01 PM »
when you have gl_polyblend 0 you still bob when you fall and land and when you get hit. is there any commands so you don't notice it? i have been told you can but not sure if its true or not
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Offline fdrjk

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Re: bob commands?
« Reply #1 on: June 11, 2011, 05:03:30 PM »
I wish. I also wish I could get rid of the bob when you shoot a railgun.  :ban:
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Offline [BTF] Reflex

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Re: bob commands?
« Reply #2 on: June 13, 2011, 04:36:52 AM »
The screen movement when you hit the ground was heavily discussed at some point.

I don't think it can be removed without coding it.

I think we figured out your aim is not affected when landing,  even though the crosshair itself does move.

« Last Edit: June 14, 2011, 10:47:22 AM by [BTF] Reflex »
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Offline peewee_RotA

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Re: bob commands?
« Reply #3 on: June 13, 2011, 07:43:27 AM »
View angle adjustments on falldamage, firing a weapon, and especially the machinegun rise in single/player is all done server side.
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Offline yahoo

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Re: bob commands?
« Reply #4 on: June 13, 2011, 08:22:29 AM »
ops I  miss read.
I could have sworn this thread was about Boobs command :P
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Offline ztev0

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Re: bob commands?
« Reply #5 on: June 13, 2011, 08:50:54 AM »
ops I  miss read.
I could have sworn this thread was about Boobs command :P


lmao that one is easy. it's "show me your tits"
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Offline VaeVictis

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Re: bob commands?
« Reply #6 on: June 13, 2011, 09:53:56 AM »
ops I  miss read.
I could have sworn this thread was about Boobs command :P


lmao that one is easy. it's "show me your tits"

sudo show me your tits

get it right :P
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Offline |iR|Focalor

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Re: bob commands?
« Reply #7 on: June 13, 2011, 10:18:25 AM »
Bob commands... you to watch this short informative video.


http://www.youtube.com/watch?v=TMPm9cqar1Y
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Offline Barton

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Re: bob commands?
« Reply #8 on: June 13, 2011, 04:06:02 PM »
View angle adjustments on falldamage, firing a weapon, and especially the machinegun rise in single/player is all done server side.

How do I turn this off? I'd love to turn off this bobbing when you land from falls for jump mod offline.
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Offline peewee_RotA

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Re: bob commands?
« Reply #9 on: June 13, 2011, 05:13:06 PM »
View angle adjustments on falldamage, firing a weapon, and especially the machinegun rise in single/player is all done server side.

How do I turn this off? I'd love to turn off this bobbing when you land from falls for jump mod offline.

It would have to be programmed on the server.
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Offline Barton

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Re: bob commands?
« Reply #10 on: June 14, 2011, 01:47:54 AM »
It would have to be programmed on the server.

Yes it must be for jump mod, as every server I've been to has had fall bob off.

I noticed that my server config was missing a bunch of cvars from jump mod. I think it might be gdroptofloor "1". First I gotta fix my jump mod though. It keeps crashing offline, thinking that the dll is corrupt, but works online. :<
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Offline peewee_RotA

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Re: bob commands?
« Reply #11 on: June 14, 2011, 03:46:38 AM »
It would have to be programmed on the server.
Yes it must be for jump mod, as every server I've been to has had fall bob off.

 :exqueezeme:

Below is the code that adds the "kick angles" that cause the screen movement. This code is in all mods and game modes unless otherwise edited out.


There might be a way for a client to ignore these values but I doubt it.

p_view.c
Code: [Select]

/*
===============
SV_CalcViewOffset

Auto pitching on slopes?

  fall from 128: 400 = 160000
  fall from 256: 580 = 336400
  fall from 384: 720 = 518400
  fall from 512: 800 = 640000
  fall from 640: 960 =

  damage = deltavelocity*deltavelocity  * 0.0001

===============
*/
void SV_CalcViewOffset (edict_t *ent)
{
float *angles;
float bob;
float ratio;
float delta;
vec3_t v;


//===================================

// base angles
angles = ent->client->ps.kick_angles;

// if dead, fix the angle and don't add any kick
if (ent->deadflag)
{
VectorClear (angles);

ent->client->ps.viewangles[ROLL] = 40;
ent->client->ps.viewangles[PITCH] = -15;
ent->client->ps.viewangles[YAW] = ent->client->killer_yaw;
}
else
{
// add angles based on weapon kick

VectorCopy (ent->client->kick_angles, angles);

// add angles based on damage kick

ratio = (ent->client->v_dmg_time - level.time) / DAMAGE_TIME;
if (ratio < 0)
{
ratio = 0;
ent->client->v_dmg_pitch = 0;
ent->client->v_dmg_roll = 0;
}
angles[PITCH] += ratio * ent->client->v_dmg_pitch;
angles[ROLL] += ratio * ent->client->v_dmg_roll;

// add pitch based on fall kick

ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
angles[PITCH] += ratio * ent->client->fall_value;

// add angles based on velocity

delta = DotProduct (ent->velocity, forward);
angles[PITCH] += delta*run_pitch->value;

delta = DotProduct (ent->velocity, right);
angles[ROLL] += delta*run_roll->value;

// add angles based on bob

delta = bobfracsin * bob_pitch->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
angles[PITCH] += delta;
delta = bobfracsin * bob_roll->value * xyspeed;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
delta *= 6; // crouching
if (bobcycle & 1)
delta = -delta;
angles[ROLL] += delta;
}

//===================================

// base origin

VectorClear (v);

// add view height

v[2] += ent->viewheight;

// add fall height

ratio = (ent->client->fall_time - level.time) / FALL_TIME;
if (ratio < 0)
ratio = 0;
v[2] -= ratio * ent->client->fall_value * 0.4;

// add bob height

bob = bobfracsin * xyspeed * bob_up->value;
if (bob > 6)
bob = 6;
//gi.DebugGraph (bob *2, 255);
v[2] += bob;

// add kick offset

VectorAdd (v, ent->client->kick_origin, v);

// absolutely bound offsets
// so the view can never be outside the player box

if (v[0] < -14)
v[0] = -14;
else if (v[0] > 14)
v[0] = 14;
if (v[1] < -14)
v[1] = -14;
else if (v[1] > 14)
v[1] = 14;
if (v[2] < -22)
v[2] = -22;
else if (v[2] > 30)
v[2] = 30;

VectorCopy (v, ent->client->ps.viewoffset);
}
« Last Edit: June 14, 2011, 03:57:36 AM by peewee_RotA »
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