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Item movement in Quake
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The bobbing was introduced in Quake3, maybe if the bobbing was slowed down or randomly timed. I guess it could be the same as cycling the SIZE bigger to smaller... same noticable effect...
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Originally posted by Seven View PostHello gothiccandy,
thank you for your feedback.
I had exactly the same thing like you in my mind when I thought about the bobbing.
My problem was always and will always be the ring of invisibility.
It is so small and tiny, that it is easily overlooked.
The bobbing helps for sure.
Unfortunately it is not possible to use different values for different items.
But the golden middle is always a good solution i think.
So I made the bobbing only half (compared to the sample in post #1) in my compilation.
This still helps to see the items, has a quite good look and the up_down movement is not so cartoonish (like MH described it).
Kind regards,
Seven
Thanks for trying maybe I could help out more, for the longest time I didn't play online. I think a lot of the newer players, would play even more with just the littlest of touch ups to somethings to help out. You know to not feel quite the burden on their teammates simple things can go a long way.
Thanks again
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Hello gothiccandy,
thank you for your feedback.
I had exactly the same thing like you in my mind when I thought about the bobbing.
My problem was always and will always be the ring of invisibility.
It is so small and tiny, that it is easily overlooked.
The bobbing helps for sure.
Unfortunately it is not possible to use different values for different items.
But the golden middle is always a good solution i think.
So I made the bobbing only half (compared to the sample in post #1) in my compilation.
This still helps to see the items, has a quite good look and the up_down movement is not so cartoonish (like MH described it).
Kind regards,
Seven
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From a newbie perspective, when they are in the darker corners the bobbing one will make it easier to be seen. But in the areas that have more lighting, I'd rather see just the spinning one. Maybe you can incorporate them both.
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In addition to the command cl_itembobheight, you can use this command to control the bobbing even more: cl_itembobspeed is "0.5" ["0.5"] how frequently items bob up and down
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Yep cannot please everyone.
Some like id1 content only, some like my monsters, some only like Reforged, some use a mix of mine/Reforged. All different likes.
Just like yours here, you use a value of 8 - I prefer 4 as it's more subtle but still noticeable.
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Thank you to all who gave feedback.
The result was just how I expected it... Very different likings: even 50:50
That shows again, it doesnt matter what someone will create, it will never satisfy everyone.
On the other hand, thatīs a good thing: Endless quest for perfection keeps people busy.
That beeing said, I know now what to upload.
I will use the golden middle.
Thanks again.
SevenLast edited by Seven; 03-14-2011, 09:34 AM.
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hey seven,
i like the spinning one. The bobbing one looks wrong to me, its too much.
Disco
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I'm not a big fan of the bobbing, but I could probably live with it cut in half like OoPpEe stated.
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I have to go with MH on this one. Rotating is about as far as I would would want to go. The bouncing feels unnecessary and seems to detract from the appeal but maybe that's just me.
Very nice Quad though
Kind regards
Monty
P.S. Just a thought but it might be nice if a guide to enhancing/personalising the look and feel of weapons and so forth within non-DP clients were included in your guides thread.
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Using the bobbing but the level is at 4 - more subtle but still noticable.
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Yea the bobbing effect kind of feels like its being held up by a force-field, unlike the second one which just looks like it was programmed to spin
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My vote goes for the bobbing one.
It adds extra dynamic feeling into Quake.
I hate games with great graphics but no dynamic.
Know what i mean? Invisible War is a good example.
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Item movement in Quake
Hello,
I wanted to ask for your opinions on this one.
Which movement do you prefer in Quake ?
I know its hard to say from just these samples...


I just found that there is a cvar, that handles it.
It affects all items, powerups, weapons.
Thank you for your short answer.
Kind regards,
Seven
EDITED:
Uuups, I forgot to mention the command:
cl_itembobheight (default=0)
It is a DarkPlaces command, but other engines most propably have similar ones.
The above sample shows the affect of value = 8.
"cl_itembobheight" "8"
You must put it into your autoexec.cfg !
Otherwise DP will delete it at next startup (if you only put it in your config.cfg).Last edited by Seven; 03-10-2011, 02:38 PM.Tags: None
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