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Great Drunk or Disoriented Effect!

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Great Drunk or Disoriented Effect!

Postby Baker » Sat Feb 19, 2011 5:33 am

In any engine:

Type v_idlescale 90

This could be used for a disorienting effect or recovery from a stun weapon. I've been looking for non-damage + non-death handicaps.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Jukki » Sat Feb 19, 2011 6:07 am

hehehee. this is nice. Thanks baker
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Postby behind_you » Sat Feb 19, 2011 7:17 am

definitely on my to check list tonight!
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Re: Great Drunk or Disoriented Effect!

Postby Ranger366 » Sat Feb 19, 2011 10:30 am

Baker wrote:In any engine:

Type v_idlescale 90

This could be used for a disorienting effect or recovery from a stun weapon. I've been looking for non-damage + non-death handicaps.


used this function for my dead game Ranon back some centuries ago.
It was used in TFC's swing effect when getting hurt from one of the scout's grenades.
Its still in Half-Life, but not as a CVAR.
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Postby Arkage » Sat Feb 19, 2011 10:57 am

I mistook the thread title as an other spam thread at first.

Nice effect.
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Postby leileilol » Sat Feb 19, 2011 11:20 am

v_idlescale hacks have been around for a long time now. nothing new. come on its so dinosaur even TF has had abused it in 1996 lol.

Final Quake: Real and Kurok uses it at a low value to improve the 'idle immersion' effect ala Goldeneye64, which is understandable as Quake was meant to have an idle effect like this in the first place. the cvar is a cutting room floor leftover only used for intermission
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Re: Great Drunk or Disoriented Effect!

Postby Nahuel » Sat Feb 19, 2011 12:26 pm

great!
add some bloom effect and seem´s really drunk
hi, I am nahuel, I love quake and qc.
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Postby Mexicouger » Sat Feb 19, 2011 7:29 pm

Works in PSP kurok as well
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Re: Great Drunk or Disoriented Effect!

Postby DusterdooSmock » Tue Feb 22, 2011 4:46 am

Baker wrote:In any engine:

Type v_idlescale 90

This could be used for a disorienting effect or recovery from a stun weapon. I've been looking for non-damage + non-death handicaps.


Heh, i got a few laughs out of this by setting it to 400... :lol:
But, for a realistic idle effect, like in most modern fps games, set it to 2.
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Re: Great Drunk or Disoriented Effect!

Postby Ranger366 » Tue Feb 22, 2011 9:20 am

Telejano uses v_idescale's code to "swing" the gun only when idle, it can be easy adapted to normal GLQuake over one simple line.

Reminds me of improved punchangles (speed etc. changable in QC easily)
I thought about adding something like punchangle's with multiple directions into my reload-animation block.

Remember the Revolver in Call of Duty 2? When reloading, the screen moves "nicely" with the animation.

But the normal v_idlescale isn't very realistic at all, you should modify it.
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Postby DukeInstinct » Wed Feb 23, 2011 10:10 pm

Sweet. This will work perfectly for the sway effect of UrbanWar's ADS mode. (With a much lower value of course)

I wasted hours trying to an effect like this with punchvectors.
Image
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Postby Baker » Thu Feb 24, 2011 2:51 am

leileilol wrote:v_idlescale hacks have been around for a long time now. nothing new. come on its so dinosaur even TF has had abused it in 1996 lol.


I suspect some of these newer modders had not yet been born in 1996 :D
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Ranger366 » Thu Feb 24, 2011 8:17 am

Baker wrote:
leileilol wrote:v_idlescale hacks have been around for a long time now. nothing new. come on its so dinosaur even TF has had abused it in 1996 lol.


I suspect some of these newer modders had not yet been born in 1996 :D


Great argument Baker! :shock:
No i know that you are respecting me in some way.
btw view.cpp was so interesting to me, that i abused rollangles and idlescales to the maximum. CHECK IT OUT IN R-COOP!
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Postby Baker » Thu Feb 24, 2011 9:16 am

Ranger366 wrote:No i know that you are respecting me in some way.


I value the power of newblars. You will not always be a newblar. And some of you will rise to do us all proud :P

Newblars tend to grow from humble beginnings to become young Jedi masters. Or young Master Chiefs or young Pokemon or whatever you young little bastards like these days [as long as it isn't Justin Bieber] when you aren't falling into fountains while texting or aren't being run over by dump trucks in reverse with your headphones on. :P
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Postby Ranger366 » Thu Feb 24, 2011 9:25 am

idlescale would have been super in Quake 3.

Baker wrote:I value the power of newblars. You will not always be a newblar. And some of you will rise to do us all proud :P


Hmm? Interesting.
I should ask what you did when you were 15.
I might be new in Quake codng - in your opinion, that's because i don't talk much and was never addicted to >engine coding.
But i know already alot about the engine in general.
Also im no PSP quake engine developer, they get hated for some time now :?
GPL stuff.. don't worry, im always releasing my stuff under the GPL.
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