shinyquagsire23 / OpenJKDF2

A cross-platform reimplementation of JKDF2 in C
Other
517 stars 45 forks source link

Weapon sway / bobbing missing #311

Open Skorpjun161 opened 7 months ago

Skorpjun161 commented 7 months ago

The weapon sway / bobbing while moving is missing. You can see how the weapon sways in the original at the URL below: https://youtu.be/9pvk_BWKXtU?t=720 In OpenJKDF2 it doesn't sway at all: https://youtu.be/rMqioXVxAd0?t=1689

shinyquagsire23 commented 7 months ago

That might be the fault of a high-res mod which tried to fix the bobbing being too fast -- as part of my high framerate fixes, I fixed the bobbing w/o needing to use a mod.

Skorpjun161 commented 7 months ago

Ok interesting. Which mod could it be I wonder? I haven't installed a mod myself (besides the JK Remastered) and I just tried disabling hd mod from JK2 advanced graphics settings (made no difference) and then tried removing two .gob files in the mods folder (except EnhancementMod.gob otherwise it CTD's), but the issue persists. Also: keep in mind that even if I set the FPS limiter to 30 fps the weapon bob is still not visible. It seems to very, very, VERY slightly bob somewhat (also on high fps), but nowhere like the original. Pity, would be nice if that worked, would make the mod even greater :)

GeneralTantor commented 7 months ago

@shinyquagsire23 Yeah if you can let us know which mod is causing it we can remove it from the next release. Thanks Max!

shinyquagsire23 commented 7 months ago

Actually, I apparently can recreate this, it seems to be jknupgfx.gob. They must have bundled it into their mod for whatever reason.

I could probably try and clamp the sway or detect the fixup mods, but then there's the risk that some mod intentionally sets values that makes it not sway.

See also: https://github.com/jdmclark/jkgfxmod/issues/71#issue-927518664

GeneralTantor commented 7 months ago

Ok thanks ill see if I can edit that Gob file and remove whatever is stopping it from swaying

GeneralTantor commented 7 months ago

Strange I set the code in the weap_bryar_m.cog file to jkSetWaggle(player, '10.0 7.0 0.0', 350); but it didnt change anything not sure what I did wrong... Testing in MOTS version.

GeneralTantor commented 7 months ago

I will reach out to the creator of that mod see what is up

nikumubeki commented 7 months ago

The weapon COGs in my EMJK/EMSITH compilation mods (https://www.moddb.com/mods/todoa/downloads) were made for JkGfxMod, so their jksetwaggle values have been minimized quite a bit to accommodate for how insanely fast the weapon waggle was with that mod. With openjkdf2, if you revert all the jksetwaggle values to what they were in the original COGs from JKMRES.goo or Res2.gob, they should be as fast as they were originally meant to be.

As a test, if you have EMSITH installed on an OpenJKDF2 MotS directory and extract this zip file to the root directory, the bryar and blastech pistols should now waggle properly, so the rest of the weapon COGs can be edited in the same way (just make sure that you match all the waggle values with the original and that there are no conflicting cog files of the same name being loaded).

Resource.zip

GeneralTantor commented 6 months ago

Awesome Man! Fastgamerr does it again! You Rock Man!

GeneralTantor commented 6 months ago

The weapon sway / bobbing while moving is missing. You can see how the weapon sways in the original at the URL below: https://youtu.be/9pvk_BWKXtU?t=720 In OpenJKDF2 it doesn't sway at all: https://youtu.be/rMqioXVxAd0?t=1689

Hey man Using Fastgamerr's example above I was able to fix this! It will be in the next release of remastered mod