Last Minute Things

Moved shake amplitude to haptics (wasnt working at all)
Updated defaults following convo
This commit is contained in:
Grant Bagwell 2021-01-08 23:09:31 +01:00
parent 1965026ec4
commit fc0cec3c99
4 changed files with 33 additions and 21 deletions

View file

@ -413,11 +413,23 @@ void idPlayerView::CalculateShake() {
shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
/*if (shakeVolume > 0.1) {
if (shakeVolume > 0.1) {
//Shake controllers!
common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
}*/
//common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
//common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
// shakeScale
float shakeScale = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, ( shakeVolume * ( 1.0f / 4000.0f ) ) + 0.25f ); // 0...4000 -> max...min rumble
// determine rumble
float highMag = shakeScale;
int highDuration = idMath::Ftoi( 300.0f * shakeScale );
float lowMag = shakeScale * 0.75f;
int lowDuration = idMath::Ftoi( 500.0f * shakeScale );
player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
}
}
/*
@ -496,10 +508,10 @@ void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view )
gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
// hack the shake in at the very last moment, so it can't cause any consistency problems
renderView_t hackedView = *view;
hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
//renderView_t hackedView = *view;
//hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
gameRenderWorld->RenderScene( &hackedView );
gameRenderWorld->RenderScene( view );
if ( player->spectating ) {
return;

View file

@ -879,8 +879,8 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
int lowDuration = idMath::Ftoi( 500.0f * distScale );
// Carl: TODO calculate direction
player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
//player->hands[HAND_RIGHT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
//player->hands[HAND_LEFT].SetControllerShake( highMag, highDuration, lowMag, lowDuration );
}
// stop sound

View file

@ -147,7 +147,7 @@ seta vr_turnmode "0"
seta vr_throwables "1"
seta vr_weaponsight "1"
seta vr_knockback "0"
seta vr_shakeamplitude "0"
seta vr_shakeamplitude "1.0"
seta vr_heightoffset "0.0"
seta vr_worldscale "43.0"
seta vr_ipd "0.065"
@ -198,7 +198,7 @@ seta g_weaponShadows "0"
seta g_useWeaponDepthHack "0"
seta g_xp_bind_run_once "0"
seta vr_weaponHand "0"
seta vr_throwPower "4.0"
seta vr_throwPower "3.5"
seta vr_rumbleChainsaw "1"
seta vr_dualWield "2"
seta vr_contextSensitive "1"
@ -208,7 +208,7 @@ seta vr_weaponCycleMode "0"
seta vr_headshotMultiplier "2.5"
seta vr_shotgunChoke "60"
seta vr_instantAccel "1"
seta vr_cinematics "2"
seta vr_cinematics "0"
seta vr_autoSwitchControllers "1"
seta vr_handSwapsAnalogs "0"
seta vr_strobeTime "500"
@ -228,7 +228,7 @@ seta vr_crouchTriggerDist "7"
seta vr_crouchMode "0"
seta vr_moveThirdPerson "1"
seta vr_bodyToMove "1"
seta vr_playerBodyMode "1"
seta vr_playerBodyMode "0"
seta vr_moveClick "0"
seta vr_movePoint "1"
seta vr_comfortRepeat "100"
@ -264,7 +264,7 @@ seta vr_hudOcclusion "1"
seta vr_hudTransparency "1"
seta vr_hudRevealAngle "40"
seta vr_hudType "1"
seta vr_hudPosLock "0"
seta vr_hudPosLock "1"
seta vr_hudPosAngle "30"
seta vr_hudPosDis "32"
seta vr_hudPosVer "7"

View file

@ -147,8 +147,8 @@ seta vr_turnmode "0"
seta vr_throwables "1"
seta vr_weaponsight "1"
seta vr_knockback "0"
seta vr_shakeamplitude "0"
seta vr_heightoffset "1.464231"
seta vr_shakeamplitude "1.0"
seta vr_heightoffset "0.0"
seta vr_worldscale "43.0"
seta vr_ipd "0.065"
seta net_serverDlTable ""
@ -198,7 +198,7 @@ seta g_weaponShadows "0"
seta g_useWeaponDepthHack "0"
seta g_xp_bind_run_once "0"
seta vr_weaponHand "0"
seta vr_throwPower "4.0"
seta vr_throwPower "3.5"
seta vr_rumbleChainsaw "1"
seta vr_dualWield "2"
seta vr_contextSensitive "1"
@ -208,7 +208,7 @@ seta vr_weaponCycleMode "0"
seta vr_headshotMultiplier "2.5"
seta vr_shotgunChoke "60"
seta vr_instantAccel "1"
seta vr_cinematics "2"
seta vr_cinematics "0"
seta vr_autoSwitchControllers "1"
seta vr_handSwapsAnalogs "0"
seta vr_strobeTime "500"
@ -228,7 +228,7 @@ seta vr_crouchTriggerDist "7"
seta vr_crouchMode "0"
seta vr_moveThirdPerson "1"
seta vr_bodyToMove "1"
seta vr_playerBodyMode "1"
seta vr_playerBodyMode "0"
seta vr_moveClick "0"
seta vr_movePoint "1"
seta vr_comfortRepeat "100"
@ -237,7 +237,7 @@ seta vr_pdaPosZ "3.0"
seta vr_pdaPosY "0"
seta vr_pdaPosX "-0.5"
seta vr_headbbox "10.0"
seta vr_walkSpeedAdjust "-10.276537"
seta vr_walkSpeedAdjust "-9.657583"
seta vr_stepSmooth "1"
seta vr_jumpBounce "0"
seta vr_3dgui "1"
@ -264,7 +264,7 @@ seta vr_hudOcclusion "1"
seta vr_hudTransparency "1"
seta vr_hudRevealAngle "40"
seta vr_hudType "1"
seta vr_hudPosLock "0"
seta vr_hudPosLock "1"
seta vr_hudPosAngle "30"
seta vr_hudPosDis "32"
seta vr_hudPosVer "7"