Open Redead-ITA opened 4 years ago
Thanks for letting me know about jump not being bindable, I'll have to add that to the key bind list.
As for mouselook, the current implementation for it is a leftover of the old icculus port that this project is based off of. I agree that in its current state that its not very good (in fact, you're much better off playing w/o mouse look at the moment). I had played around with an alternative for mouse look that made it function like how you'd expect from Duke 3d, Quake, literally every other FPS that came after, but one of the issues I ran into was making it so that the vertical and horizontal look were 1 to 1 in terms of movement. Just couldn't seem to get it right.
Since rottexpr seems to have gotten more attention in the past few weeks maybe I'll take another shot at it.
Regarding the quit sound, that doesn't seem to happen on linux, just on windows. No idea what could be causing that, but I'm guessing its SDL_mixer related.
Since rottexpr seems to have gotten more attention in the past few weeks maybe I'll take another shot at it.
Also, providing a Windows binary will do that for you, especially since ROTT badly needs a competent Windows sourceport. WinROTT is terrible.
Add the fact that This was sorta talked in the 4chan /vr/ retro fps thread a little bit after some people were begging for a sourceport of it, in any case glad to see you take have are working on it, another way that can help mouselook a whole lot is mostly to add a OpenGl renderer to allow the aiming having less of a vomiting feel for some people, but i suspect it's not going to be an easy implementation.
Hi i have Tested this , the Horizontal Mouse look is ok with the Patch from Google Drive !
But the Vertical is like the Page Up and Down Key Pressing , so not good Playable. We need a Mouse Setting for both Axes , and even a real Mouse Move !
As the title suggest, the mouse look feature of the port does seem to be limited to a small arc, in which you either use the left or right key to unstuck it. Once you decide to quit the quitting sound begin to play a little bit they stop they get interrupted, the game will still wait for the audio to end before stopping. Finally the Jump option, while understandable that is not meant to be used, it could use it's own bind.