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번역 관련 문제 보고
Btw, kudos for handling most requests so well, this addon is crazy cool at it's core
Anyway, I tested the update and it's been gorgeous so far. There are couple of things though (leaving out holstering animation):
1. It's possible to come up to the door, press LMB at the prompt and start backing up while the animation is revving up. This may get you plenty far from the door in any desired direction and will still reliably show image from behind that door.
2. View angle in "under the door" view is somehow restricted and doesn't match with what you show in your first GIF image.
3. Better Movement + Slow Movement Speed + sv_bm_force footsteps 1 = footstep sounds from movement keys while in mirror gun view.
A video rundown of these: https://youtu.be/4WsASdmV6Rc
P.S. I was about to post this yesterday right after the update was released and I've tested it when I got distracted very enexpectedly, sooo...
you have huge delay for fade in/out, whats your fps cap? maybe i could do something with it
(found out that if my fps_max is 30 i have the same issue, going to investigate a solution)
1. i will change a bit of code to make you freeze faster, it should help
2. camera angle is restricted yes, because camera "is not free" when its under a door, there is no place to move down, your camera is on the door bottom level, you do not see the floor, but everything else is ok (i did it because of clipping issues, fov doesnt help), i could add an option to remove restrictions but i would warn that visual apperance inside the camera won't be good
3. as i replaced wasd controls with mouse it isnt a problem anymore? dont want to mess with the other addon code for this one tbh (how is your mouse movement? is it better than it was with wasd?)
i didn't hear the click during the video, and it is supposed to be fixed... dont know why its not
p.s. what is that music in the video? i like it
1. Sweet
2. I had an idea that maybe camera is now placed higher when looking under a door because of crouch height as well? Unless it's not that .-.
3. Oh no, mouse works really-really well, definitely an enormous improvement. I just thought I might give you a listen of those fake footsteps in case you'd come up with something quick and easy, like unhooking "Force Footsteps" module for when you're in mirror gun (you can just leave it as is I suppose, especially if there's potential to make it into spaghetti code)
You shouldn't have heard it, as there's no sound when you do that in mirror gun and my microphone wasn't active. I tried remembering exactly when I clicked after I stopped moving my mouse and used a timer afterwards, so there might be a couple hundred miliseconds variance
2. it doesnt depend on crouch height, i can put it higher, but then its position would be too high if we consider the camera to be right >under< a door bottom
3. nice, unhooking some of the hooks can break other modules of the addon, need further research (not anymore if camera works by mouse)
whats the music anyway? 😏
I really don't know what can be done about them footsteps, and if anything should be. "Force Footsteps" feature afaik is a very hacky thing as it is, so it's possible to emit footstep sounds if you go into a wall for example, even if you're actually not moving, indefinitely. That's exactly why you hear them when "moving" while in mirror gun
"Sarah Schranner - Embassy" ikr pretty dope
i cant see a problem here, you dont have to press wasd anymore because you control the camera with a mouse?
Something went really wrong, but I'm blaming the map for now (tried a different one for a change, although it's had doors that were pretty much default HL2)
Basically, I finally installed Battering Ram (which btw didn't work almost at all AND didn't support wOS Dynabase for TP animations) and prompt for Mirror Gun completely disappeared, battering ram didn't emit a single sound nor did it open any doors
I'm gonna mix some stuff up and see if that does it, stay tuned
But I can no longer reach it with my crouch height, again :D
lua_run print(Entity(1):GetEyeTrace().HitPos:Distance(Entity(1):EyePos()))
what number does the output have?
It just feels like I have to stand further away for prompt to appear, but I guess that's just my all sorts of addons for firstperson view