bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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Straferunning too slow on short distances #545

Closed krazov closed 3 years ago

krazov commented 4 years ago

I have been playing “Alien Vendetta” with gamepad. On level 31 there is a need to use straferunning in order to get the blue key (screenshot below).

Alien Vendetta: MAP31 Killer Colours

I suspected as much and after a few unsuccessful attempts I confirmed that with video on YouTube. I returned to the game, switched to keyboard, and did this without problems. I switched to gamepad and tried a few times but to no avail. I was falling just before the ledge.

I believe that with stick it doesn’t start at full speed, unlike when using keyboard. But this can lead to surprises like that. Depending on how pro player is, this might be an issue.


krazov commented 3 years ago

Hi @bradharding, it’s me again.

In the meantime, I’ve been playing “Doom Zero” and “Rekkr,” and both require really fast running to address some challenges, which is not possible with a gamepad (at least I failed here). In the end, I switched to the keyboard those couple of times but I’ve been thinking if anything could be done about that. I love how speed adjusts with analogic accuracy to pad’s joy, and that’s fantastic in most of the cases, but some WADs, requiring special techniques are simply becoming impossible to play.

The idea that came to me would be programming one of the buttons, ideally left trigger, that, when pressed, would ignore how far the left joy is and went full speed (potentially even with strafe-running speed, as strafe-running is extremely difficult with a pad—however, I might get better in a couple of years—but some more demanding WADs need just that).

What do you think?

bradharding commented 3 years ago

Hi Jon. Yes, I'll need to look into this soon. Sorry for overlooking it. On quick glance at the code, I see where I could be calculating it wrong. I'll look at it better in the coming days, but real life is getting in the way.

krazov commented 3 years ago

No problem, in the meantime, I can still switch to keyboard. If you want me to test the fix, just let me know.

krazov commented 3 years ago

Actually, you're right. Even on longer distances, I don't get that much speed in a straight line.

bradharding commented 3 years ago

Hi @krazov! I believe I have fixed this issue in commit db2016f0cad68d381fc8a170b6a688bbea31737a. Can you please test using the following beta? https://www.dropbox.com/s/k79xr1vk80echh4/doomretro-3.7beta3-win64.zip?dl=1

Side note: I may now need to reduce the defaults for the gp_sensitivity_horizontal/vertical CVARs to make it feel right straight out of the box...

krazov commented 3 years ago

Hi @bradharding, wow, just wow. Running, of course, works but it just brought up pleasure from playing greatly. Now it feels like a missing thing I just didn’t realise (apart from not being able to reach some platforms). Dodging projectiles is much more similar to playing with a mouse.

When it comes to sensitivity, I have non-standard settings, I believe, so I can’t help much with it. Difficult to say how it’s gonna go with normal players, but I am happy to retest new defaults.

gp_deadzone_left 20%
gp_deadzone_right 20%
gp_sensitivity_horizontal 64
gp_sensitivity_vertical 64
bradharding commented 3 years ago

That's great! So we can close this then, and I'll look into the other issues you PM'd me about over the next couple of days.