hh79 / gzdoomvr

Classic Doom/Heretic/Hexen games in stereo 3D and VR; modified version of gzdoom.
GNU General Public License v3.0
125 stars 10 forks source link

Controller rotation affects weapon spread #32

Closed bferguson3 closed 3 years ago

bferguson3 commented 3 years ago

Repro:

  1. Set weapon mode to sprite only
  2. Switch to shotgun
  3. Rotate motion controller on z axis (ie gangland style)
  4. Observe blast spread goes up and down instead of side to side

Expected: Motion controls shouldn't override weapon mechanics

FolkSong commented 3 years ago

I guess it makes sense physically. The real problem is that a shotgun should have a circular spread, not a flat line.

Or just stop trying to be gangster 😄

bferguson3 commented 3 years ago

The problem is trying to hold your hand perfectly even, without a proper cross hair or pointer, for a weapon that has a strange firing pattern. Game design wise, it makes sense for it to go in a straight horizontal line, so that means even in VR it should always go in a horizontal line.

Not 'trying to be gangster', just holding my hand normally, in a weapon display mode that is impossible to tell with any precision where your hand axes are.

I take to using the laser pointer mod because that's the only way I can shoot reliably without the terribly ugly angled quad sprite mode.

On Sun, Aug 23, 2020 at 3:52 PM FolkSong notifications@github.com wrote:

I guess it makes sense physically. The real problem is that a shotgun should have a circular spread, not a flat line.

Or just stop trying to be gangster 😄

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/hh79/gzdoomvr/issues/32#issuecomment-678817021, or unsubscribe https://github.com/notifications/unsubscribe-auth/AH3QAM2HGAFABQI6YS3FZLDSCFXQ5ANCNFSM4QBBOXNA .

FolkSong commented 3 years ago

I guess you're right, changing the spread would probably lead to balancing issues. Forcing it to be a horizontal regardless of gun orientation would solve the problem without creating new ones.

Just kidding with the gangster remark.

FolkSong commented 3 years ago

I just happened to notice, it appears Dr Beef (well-known developer of Quest ports) addressed this in his fork. Looks like he went with a random spread like my original suggestion.

https://github.com/DrBeef/gz3doom/commit/bf467012390cf7f3daf672f720c999ad7ff126e9

bferguson3 commented 3 years ago

Very interesting. I'd like to see "pro" players and speedrunners (where precision matters a lot) try it with different settings and see if it changes the gameplay significantly.

On Tue, Aug 25, 2020 at 4:20 PM FolkSong notifications@github.com wrote:

I just happened to notice, it appears Dr Beef (well-known developer of Quest ports) addressed this in his fork. Looks like he went with a random spread like my original suggestion.

DrBeef@bf46701 https://github.com/DrBeef/gz3doom/commit/bf467012390cf7f3daf672f720c999ad7ff126e9

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/hh79/gzdoomvr/issues/32#issuecomment-680249203, or unsubscribe https://github.com/notifications/unsubscribe-auth/AH3QAM7RTSTCOYUWOKTZZB3SCQMKXANCNFSM4QBBOXNA .

hh79 commented 3 years ago

4.5.0 contains fix from Dr Beef for a random spread, but I decided to revert this change. It is too random for my taste, especially when used with a chaingun.