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Captain Red

Source port only features


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Doom has some of those already. People said that above.

I only use crosshairs because I noticed that after running, guns don't always center, so the middle of the gun isn't always where you're shooting. It has to do with weapon bobbing.

And I don't use Jump to cheat (like on MAP03, I think it is, which can be beaten really fast if you jump), I do it to speed up play. Like for going up stairs. Well... maybe I do cheat a little. I jump when I'm standing on acid.

I jump a lot in DM, though. Anything to get a kill, right?

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Nanami said:

[...]I noticed that after running, guns don't always center, so the middle of the gun isn't always where you're shooting. It has to do with weapon bobbing.


I remember that I didn't use a crosshair when I used mouselook (maybe for a while I did, but eventually I didn't), and I don't use one if/when I play a true 3D game, since the Player always aims at the center of the screen.

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myk said:

I'm not sure if any do have that option. Legacy and zdoom do not, as far as I know. You can turn off jumping and mouselook, but not the fact that things can be over each other, as well as any possible slight side effects of the augmented clipping code.


I'm not sure any did to date, but Eternity does. SoM has designed Eternity's thing z clipping so that it can be turned off completely by the player and in older demos. v1.9 demo sync seems to be as good now as it was before we added 3D clipping.

Eternity's addition of 3D thing clipping is a major proof-of-concept for the port's philosophy IMNSHO. You don't have to break or change everything just to add new features.

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Nanami said:

I only use crosshairs because I noticed that after running, guns don't always center, so the middle of the gun isn't always where you're shooting. It has to do with weapon bobbing.


Yeah I've noticed this too, in fact it's wasted a lot of my ammo:)

Anyway if you build your doom engines from source you could try the following, it helped me. Go into p_pspr.c and find the following (in PRBoom 2.2.3 it's around lines 330-340 or so)

  if (player->cmd.buttons & BT_ATTACK)
    {
      if (!player->attackdown || (player->readyweapon != wp_missile &&
                                  player->readyweapon != wp_bfg))
        {
          player->attackdown = true;
          P_FireWeapon(player);
          return;
        }
    }
  else
    player->attackdown = false;
and insert the extra (highlighted) line:
...
player->attackdown = true;
psp->sx = FRACUNIT; psp->sy = WEAPONTOP; // reset weapon position when it is fired
P_FireWeapon(player);
return;
...
Recompile your engine and then, when you fire, the weapon will snap back into its central position. Since it's only a visual effect it shouldn't break demo playback or whatever (but I suppose you can never be too careful...) Of course if your favourite port supports a crosshair you probably won't need to fiddle about like this.

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Another source-port feature (it exists in Legacy, at least) is the ability to modify the weapon-switching and to edit the preferred weapons order. This can make a considerable difference to gameplay.

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...or that setting in which when you pick up a new weapon you don't switch to it.

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Yes, that's the one I was referring to. It's not so easy to turn it off either via the launcher. [You can tick "Use original weapon change", but it doesn't seem to take effect until you've also put +originalweaponswitch 1 into "Additional options". At least that's what I had to do.]

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