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I have done a fair amount of C programming, so I should be able to work with whatever you've got. [...]
Hmm, as for the "invisible force" - I suppose that depends exactly how exactly your code interacts with the game's. If you can directly read and modify the 3D orientation variables used by the game then you can probably just modify them to account for mouse-control and let the engine handle the tumbling wherever it normally happens.
I'd ask something a little different and more challenging:Please look at the ultima underworld games for the same purpose - they are probably (i think demonstrably because of some badly remembered remake projects) the same or a earlier version of the engine, and lack mouselook too.
Is the mousewheel usable now?
This is pretty awesome. I'd also very much like to see the code; after releasing the high res mod, I spent a while trying to get key mapping working, even speaking to Marc LeBlanc about it at one point, but for a variety of reasons it never went anywhere. So, I'm very interested in seeing how you did it.I'm also pretty happy that my patch has gone from "maybe someone will find this interesting" to "it's part of SS Portable" to "holy shit we have MOUSELOOK".
Quote by ZylonBane:Okay, finally got it to work, though it seems to be a bit unstable. Great work! There are just a few more features this really, really needs though:A way to invert mouse X/Y axesA way to map crouching and leaning so that they "spring" back to center when releasedSeparate mouse sensitivity settings for mouselook/non-mouselook mode (or is that even possible?)Mouse axis switching is already possible in the version that I've uploaded today.
Okay, finally got it to work, though it seems to be a bit unstable. Great work! There are just a few more features this really, really needs though:A way to invert mouse X/Y axesA way to map crouching and leaning so that they "spring" back to center when releasedSeparate mouse sensitivity settings for mouselook/non-mouselook mode (or is that even possible?)
Wow, I can't believe it! Is that you? You know, if it weren't you, I would never have had this crazy idea of using IDA to figure out the inner workings of System Shock. I'm glad you're back! I'm going to release everything I've got, but I'm making some adjustments before I release my stuff, or else no one will understand it, except myself (ever heard of write-only code? it's something like that).
Last time I was here ss.org didn't exist; all of this was hosted on SBF.
Hi i have noticed a bug with your mod where you cannot jump (space) while running (holding down shift).
bind shift +speed
bind alt+l loadgamebind alt+shift+l loadgame
bind shift+space cmd.space
bind shift+space rs.jump
Problem: mapping controls for cyberspace is incredibly buggy. Normally the rebinds have no effect (vanilla sshock controls), but if I delete all of the cybserspace entries with "shift" "alt" et al then it seems to use the realspace keybinds to decide which ones to use (so "strafe left" becomes "roll left" no matter what)
Also strafe is a way too fast then running forward. Anyway to slower it?
I'm having the 1280x1024 problem : the game freezes and crashes right after selecting the resolution. And this is on 32-bit Windows XP, btw, so it's not just 64-bit editions that are making this problem.
Being a collector i still own the org cd version and ofc a true DOS machine...Does -or will the Xcdshock.exe work in real dos?? (i get an error)I play it in dosbox with the mouse look mod without any probs... But would love to have the mouse look in the org dos version.Fantastic work btw ;-)
This won't work in cyber space though, which seems to use hsens for both axis .
Talking of which, is the factor of 10 relationship between hsens and vsens empyrical, or based on actual knowledge of the units the angles are stored internally? To me, the vertical mouse seemed a little slow compared to horizontal, so tweaked it up to -40. Left hsens alone, wasjust right for me, 2.25 rotations from one edge of the mouse mat to the other .
setPlPitch( plPitch - mlook_vsens * y );...aistr[ j ].yaw -= mlook_hsens * x;
On rapurimanka on strafe speed, the way you word your point is slightly odd. Running forward is notably faster then strafing, as it should be. But the default xcyb.cfg has "walk" as the default forward option. Combined with there being no keyboard input method for walking sideways, it does indeed make it feel odd. My solution was to just flip it so w is run by default, and "shifts" to walk. Then it feels more natural to me, with forward being faster then strafing, and that faster then backwards, by default.