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PrBoom+ compatibility with mouselook in demos

Open plumsinus opened this issue 10 years ago • 4 comments

You probably know that PrBoom+ records mouselook in demos when it is used, in a way that makes the demo still compatible with other ports that don't use mouselook (assuming an appropriate wad and complevel setting). Since Crispy Doom now features mouselook, it would be cool if it could deal with mouselook in demos in a compatible way. Exact angles shouldn't be necessary (GLBoom+ allows for vertical mouselook across 180 degrees) since it doesn't affect gameplay.

plumsinus avatar Apr 11 '14 00:04 plumsinus

If this and #13 are considered wontfix, why are they still open?

Danfun64 avatar Apr 22 '15 23:04 Danfun64

I am really not going to implement this myself, but if someone else finds joy in it and presents a clean solution, maybe I'd merge it into the port. Also, I sometimes change my mind. ;)

fabiangreffrath avatar Apr 25 '15 12:04 fabiangreffrath

I'm not a programmer, but as far as I can see, prboom (+) implements free look by...allowing you to look vertically but not shoot vertically. It's probably like if you had autoaim in zdoom set to max. Freelook in prboom is pointless, really, as it doesn't allow you to shoot wherever you want. I don't even know why they bothered.

Danfun64 avatar Apr 25 '15 22:04 Danfun64

One problem we will encounter when implementing this is that PrBoom+ comes from an OpenGL-rendering background where the player's view angle (mo->pitch) is an actual angle measured from the vertical axis, whereas Crispy adapted its code from Heretic, where looking up and down is implemented as a mere y-shearing. We will have to translate the meaning of the variable values/angles into each other.

fabiangreffrath avatar Nov 30 '17 12:11 fabiangreffrath