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'Real' Shake

Posted: 08-07-2006 03:34
by Goldeneye
i've implemented the realshake i suggested earlier :o (this is written for 2.4e)

What
the real-shake is a mix of two effects (see below for short description). shots won't get the overcharge effect by shake, so the ball flies just where you're aiming at. (reducing the shotspeed might be a good idea though...)

Install/Use
if you want to test it put files of http://pickitup.ath.cx/stuff/RealShake.zip into db/sytem,
start a dodge deathball botmatch and make sure in game options "move view when hit" is enabled. (it's all the way down)
next just get a bot to hit you while carrying the ball ;)

Configuration
i didn't really fine-tune realshake's configuration but you can view/change the settings with "get/set db_dodgeplayer variable value" - or edit them in the offside.ini (probably in ut/system, ut or map will need a restart then)
variables (values): description [default]
- bHitEight (true/false): disables/enables "eight"-effect (view is moved in a tilt over eight like shape) [true]
- Freq (number > 0): number of "eights" per second [2]
- Amp (number): size of the "eight" [32000]

- bHitSwing (true/false): disables/enables "swing"-effect (turns the view into a random direction) [true]
- Damp (number < 0): damping of the "swing" (swing = e^(damp*x)*Rotator) [-0.9]
smaller numbers reduce the swing-effect faster
- Swingamp (number): strength of the "swing" [65536]

examples: (server admins will need to log in and put an admin in front of each line)

Code: Select all

>get db_dodgeplayer Freq
2.0
>set db_dodgeplayer Damp -0.1

>set db_dodgeplayer bHitSwing false
those changes might just get applied after a respawn or map restart.

ps: ye, i know that the files in RealShake.zip are called DB_Offside.* ;)

Posted: 08-07-2006 11:09
by DavidM
stupid question. if you can code and have time on your hands...why don't you join the db crew (and work on things that are actually needed and/or need to be fixed)? :P

Posted: 08-07-2006 14:27
by Goldeneye
hey, a real-shake is more needed than yet another random shot ;)

sure i could help out with coding, but i'm not sure if i'll like being dictated every line of code :eek:

Posted: 08-07-2006 14:45
by DavidM
Democracy in game design kills the game (lots of examples of naive mod makes there). It creates inhomogeneity in a very complex system, where every piece has an influence on the others. I take any input and consider it, but in the end I have to make the decision to einsure the game rocks (contrary to random gimmicks thrown in here and there).

Posted: 08-07-2006 15:35
by fb.shev
DavidM wrote: stupid question. if you can code and have time on your hands...why don't you join the db crew (and work on things that are actually needed and/or need to be fixed)? :P


how long have you two known eachother...?? :p

Posted: 08-07-2006 16:00
by Goldeneye
i didn't say i want a democracy.
but it's not like i'm throwing in these mods just because they might sound fun, rather because there are reasons why they would fit into the game.

Posted: 10-07-2006 15:32
by theberkin8or
I have always liked this idea. Are there any servers out there to try it on?

Posted: 10-07-2006 18:16
by Goldeneye
hm, don't think so, but i'd like and still have to try it online myself as well... maybe david could set up dbl1 with it (who's playing 2.3 in euro anyways ;))

Posted: 10-07-2006 22:09
by The_One
Imaginos usually obliges with things like this. As long as the highish ping doesn't bother you.