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https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-10 06:41:36 +00:00
Last Minute Things
Moved shake amplitude to haptics (wasnt working at all) Updated defaults following convo
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parent
1965026ec4
commit
fc0cec3c99
4 changed files with 33 additions and 21 deletions
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@ -413,11 +413,23 @@ void idPlayerView::CalculateShake() {
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shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
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shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
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/*if (shakeVolume > 0.1) {
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if (shakeVolume > 0.1) {
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//Shake controllers!
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common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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}*/
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//common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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//common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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// shakeScale
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float shakeScale = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( shakeVolume * ( 1.0f / 4000.0f ) ) + 0.25f ); // 0...4000 -> max...min rumble
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// determine rumble
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float highMag = shakeScale;
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int highDuration = idMath::Ftoi( 300.0f * shakeScale );
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float lowMag = shakeScale * 0.75f;
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int lowDuration = idMath::Ftoi( 500.0f * shakeScale );
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player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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}
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}
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/*
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@ -496,10 +508,10 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
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gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
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// hack the shake in at the very last moment, so it can't cause any consistency problems
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renderView_t hackedView = *view;
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hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
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//renderView_t hackedView = *view;
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//hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
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gameRenderWorld->RenderScene( &hackedView );
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gameRenderWorld->RenderScene( view );
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if ( player->spectating ) {
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return;
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@ -879,8 +879,8 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
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int lowDuration = idMath::Ftoi( 500.0f * distScale );
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// Carl: TODO calculate direction
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player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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//player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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//player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
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}
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// stop sound
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@ -147,7 +147,7 @@ seta vr_turnmode "0"
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seta vr_throwables "1"
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seta vr_weaponsight "1"
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seta vr_knockback "0"
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seta vr_shakeamplitude "0"
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seta vr_shakeamplitude "1.0"
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seta vr_heightoffset "0.0"
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seta vr_worldscale "43.0"
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seta vr_ipd "0.065"
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@ -198,7 +198,7 @@ seta g_weaponShadows "0"
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seta g_useWeaponDepthHack "0"
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seta g_xp_bind_run_once "0"
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seta vr_weaponHand "0"
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seta vr_throwPower "4.0"
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seta vr_throwPower "3.5"
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seta vr_rumbleChainsaw "1"
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seta vr_dualWield "2"
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seta vr_contextSensitive "1"
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@ -208,7 +208,7 @@ seta vr_weaponCycleMode "0"
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seta vr_headshotMultiplier "2.5"
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seta vr_shotgunChoke "60"
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seta vr_instantAccel "1"
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seta vr_cinematics "2"
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seta vr_cinematics "0"
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seta vr_autoSwitchControllers "1"
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seta vr_handSwapsAnalogs "0"
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seta vr_strobeTime "500"
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@ -228,7 +228,7 @@ seta vr_crouchTriggerDist "7"
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seta vr_crouchMode "0"
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seta vr_moveThirdPerson "1"
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seta vr_bodyToMove "1"
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seta vr_playerBodyMode "1"
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seta vr_playerBodyMode "0"
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seta vr_moveClick "0"
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seta vr_movePoint "1"
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seta vr_comfortRepeat "100"
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@ -264,7 +264,7 @@ seta vr_hudOcclusion "1"
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seta vr_hudTransparency "1"
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seta vr_hudRevealAngle "40"
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seta vr_hudType "1"
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seta vr_hudPosLock "0"
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seta vr_hudPosLock "1"
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seta vr_hudPosAngle "30"
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seta vr_hudPosDis "32"
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seta vr_hudPosVer "7"
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@ -147,8 +147,8 @@ seta vr_turnmode "0"
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seta vr_throwables "1"
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seta vr_weaponsight "1"
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seta vr_knockback "0"
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seta vr_shakeamplitude "0"
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seta vr_heightoffset "1.464231"
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seta vr_shakeamplitude "1.0"
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seta vr_heightoffset "0.0"
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seta vr_worldscale "43.0"
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seta vr_ipd "0.065"
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seta net_serverDlTable ""
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@ -198,7 +198,7 @@ seta g_weaponShadows "0"
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seta g_useWeaponDepthHack "0"
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seta g_xp_bind_run_once "0"
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seta vr_weaponHand "0"
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seta vr_throwPower "4.0"
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seta vr_throwPower "3.5"
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seta vr_rumbleChainsaw "1"
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seta vr_dualWield "2"
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seta vr_contextSensitive "1"
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@ -208,7 +208,7 @@ seta vr_weaponCycleMode "0"
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seta vr_headshotMultiplier "2.5"
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seta vr_shotgunChoke "60"
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seta vr_instantAccel "1"
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seta vr_cinematics "2"
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seta vr_cinematics "0"
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seta vr_autoSwitchControllers "1"
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seta vr_handSwapsAnalogs "0"
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seta vr_strobeTime "500"
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@ -228,7 +228,7 @@ seta vr_crouchTriggerDist "7"
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seta vr_crouchMode "0"
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seta vr_moveThirdPerson "1"
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seta vr_bodyToMove "1"
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seta vr_playerBodyMode "1"
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seta vr_playerBodyMode "0"
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seta vr_moveClick "0"
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seta vr_movePoint "1"
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seta vr_comfortRepeat "100"
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@ -237,7 +237,7 @@ seta vr_pdaPosZ "3.0"
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seta vr_pdaPosY "0"
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seta vr_pdaPosX "-0.5"
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seta vr_headbbox "10.0"
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seta vr_walkSpeedAdjust "-10.276537"
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seta vr_walkSpeedAdjust "-9.657583"
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seta vr_stepSmooth "1"
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seta vr_jumpBounce "0"
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seta vr_3dgui "1"
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@ -264,7 +264,7 @@ seta vr_hudOcclusion "1"
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seta vr_hudTransparency "1"
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seta vr_hudRevealAngle "40"
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seta vr_hudType "1"
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seta vr_hudPosLock "0"
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seta vr_hudPosLock "1"
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seta vr_hudPosAngle "30"
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seta vr_hudPosDis "32"
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seta vr_hudPosVer "7"
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