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Weapon "Pumping" in Darkplaces?

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  • Weapon "Pumping" in Darkplaces?

    I've been using Darkplaces as my go-to Quake client for OS X, and one thing has always bugged me: when moving, my weapon doesn't do that "pumping" animation like in the original, where the weapon thrusts back and forth. The closest I've managed to get is to disable Darkplaces' own weapon bobbing entirely. Anyone know how to enable this? It's a small detail, sure, but one I miss from the original. I'm using the latest stable Darkplaces release.

  • #2
    Check out the list of cvars on dp website...I believe you can modify the weapon side bob and the forward bob separately.
    'Replacement Player Models' Project

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    • #3
      I tried going through those, but I found no solutions there. I could make the gun bob up and down like in Marathon, or I could make it push forward or pull back depending on my movement, but I couldn't make the entire pumping animation.

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      • #4
        I agree it's a nice detail to get the old school flavor. I'm pretty sure I figured this out before, lemme see if I can get it again when I get home tonight (i work swingshift).
        'Replacement Player Models' Project

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        • #5
          Just a general DP tip if your looking for a certain setting or console command you can type, "apropos" followed by part of the command your looking for like in this instance, "bob". It will list all commands dealing with bob in the name.

          Example:
          Code:
          ]apropos bob
          cvar cl_bob is "0.02" ["0.02"] view bobbing amount
          cvar cl_bob2 is "0" ["0"] sideways view bobbing amount
          cvar cl_bob2cycle is "0.6" ["0.6"] sideways view bobbing speed
          cvar cl_bob2smooth is "0.05" ["0.05"] how fast the view goes back when you stop touching the ground
          cvar cl_bobcycle is "0.6" ["0.6"] view bobbing speed
          cvar cl_bobfall is "1" ["0"] how much the view swings down when falling (influenced by the speed you hit the ground with)
          cvar cl_bobfallcycle is "3" ["3"] speed of the bobfall swing
          cvar cl_bobfallminspeed is "200" ["200"] necessary amount of speed for bob-falling to occur
          cvar cl_bobmodel is "3" ["1"] enables gun bobbing
          cvar cl_bobmodel_side is "0.15" ["0.15"] gun bobbing sideways sway amount
          cvar cl_bobmodel_speed is "7" ["7"] gun bobbing speed
          cvar cl_bobmodel_up is "0.06" ["0.06"] gun bobbing upward movement amount
          cvar cl_bobup is "0.5" ["0.5"] view bobbing adjustment that makes the up or down swing of the bob last longer
          cvar cl_itembobheight is "0" ["0"] how much items bob up and down (try 8)
          cvar cl_itembobspeed is "0.5" ["0.5"] how frequently items bob up and down
          15 results
          Easier to narrow down your search over just scrolling through the very long cvarlist in it's entirety.

          Just by changing cl_bob to 1 and cl_bob2 to 0.1 alone makes a big difference from DP's default to my eyes. I'm sure it can be tweaked even farther with other bob cvar adjustments. If you want to see some rediculous up/down bobbing change cl_bobmodel_up to 1. ^_^

          [ame]http://www.youtube.com/watch?v=aCuacedrBNw[/ame]
          Last edited by xaGe; 06-15-2016, 08:57 AM.

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          • #6
            Originally posted by xaGe View Post
            If you want to see some rediculous up/down bobbing change cl_bobmodel_up to 1. ^_^
            I did try that, thinking it would enable the pumping animation. I was rather distressed when it didn't work out like that.

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