#1 2020-12-06 04:36:43

Avenger
Member

How to disable the gun shake in Quoth 2.2?

Hello,

As the title reads. For some reason this is enabled by default... I find it highly annoying and distracting. Is there a way to turn it off?

Thanks in advance.

Last edited by Avenger (2020-12-22 15:24:15)

#2 2020-12-06 05:32:41

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

What are you referring to, specifically?

If you mean just the regular swaying during movement, "cl_bob 0" should take care of it.

#3 2020-12-06 05:45:15

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

What are you referring to, specifically?

If you mean just the regular swaying during movement, "cl_bob 0" should take care of it.

Any maps loaded with quoth the gun or any other weapon being held vibrates side to side and creates a motion blur effect.

I tried your suggestion and it had no change.

#4 2020-12-06 05:48:52

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

Which source port are you using? I've never seen anything like this in Quakespasm or related engines.

#5 2020-12-06 06:22:23

..
Guest

Re: How to disable the gun shake in Quoth 2.2?

v_gunkick 0?

#6 2020-12-06 06:25:09

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

Which source port are you using? I've never seen anything like this in Quakespasm or related engines.

This occurs with the latest public (non-beta) DarkPlaces build from 2017.

I tried Quakespasm and the issue doesn't occur there but the gun bob is highly obnoxious. Is there any way to set it exactly like DarkPlaces where it's still present but very minimal?

#7 2020-12-06 06:36:05

qazzaq
Member

Re: How to disable the gun shake in Quoth 2.2?

I'm encountered this issue in Quoth with DP to.
cl_bobmodel 0
should helps.

#8 2020-12-06 06:45:05

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

qazzaq wrote:

I'm encountered this issue in Quoth with DP to.
cl_bobmodel 0
should helps.

This eliminates gun bob altogether though rather then just fixing the glitching motion blur effect...

#9 2020-12-06 07:01:58

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

Darkplaces has the weapon swaying left and right, yes? I don't think that's possible in 'spasm. You can reduce the amplitude though; check the default value for cl_bob and pick something in-between that and 0.

I don't know much about DP though, so not sure what's going on here.

#10 2020-12-06 12:45:41

huanlopan
Member

Re: How to disable the gun shake in Quoth 2.2?

I'm pretty sure it's cl_bobmodel_side that you're looking for. It has to do with DP, not Quoth. Check this page for more console commands:
https://icculus.org/twilight/darkplaces/readme.html

#11 2020-12-08 00:45:14

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

Darkplaces has the weapon swaying left and right, yes? I don't think that's possible in 'spasm. You can reduce the amplitude though; check the default value for cl_bob and pick something in-between that and 0.

I don't know much about DP though, so not sure what's going on here.

Yes, left and right which is far more realistic then the over exaggerated thrusting motion.

I've tried everything from 0-0.02 and the issue still persists on all settings.

#12 2020-12-08 01:03:59

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

huanlopan wrote:

I'm pretty sure it's cl_bobmodel_side that you're looking for. It has to do with DP, not Quoth. Check this page for more console commands:
https://icculus.org/twilight/darkplaces/readme.html

No, it's specifically an issue with Quoth 2.2. This doesn't occur with any other maps. Even Quoth 2.1 is fine. I tried every single possible setting for cl_bobmodel_side from 0-5 and it still occurs to varying degrees with all of them.

Anyone know the difference between Quoth 2.1 and 2.2? From what I can tell it's only the intro demo when the game first launches. if that's the case I'll just keep 2.1 and forget about 2.2.

#13 2020-12-12 04:13:22

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

In case anyone cares this is still a problem with Quoth 2.2.

#14 2020-12-12 11:21:45

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

There's no motion blur, by the way, just a lot of twitching. Like the weapon is displayed centered 50% of frames, even though it's supposed to be swaying.

Must be some sort of hack that DP was unprepared for.

#15 2020-12-19 13:55:12

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

There's no motion blur, by the way, just a lot of twitching. Like the weapon is displayed centered 50% of frames, even though it's supposed to be swaying.

Must be some sort of hack that DP was unprepared for.

Or a compatibility that was overlooked when Quoth was updated from 2.1-2.2. Either way, I have the changelog now so it's only a matter of finding the time to reverse the change that is causing the conflict in the PAK file through process of elimination.

#16 2020-12-19 15:43:03

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

Process of elimination was a good idea. I thought the culprit was gonna be progs.dat, which would have been very problematic, but it turned out that Quoth included a config file with compatibility options specifically for Darkplaces.

Setting sv_gameplayfix_nogravityonground to 0 fixes the issue. This is the default setting of Darkplaces, but Quoth sets it to 1.

Setting sv_gameplayfix_downtracesupportsongroundflag to 1 also fixes the issue. Default for both Quoth and Darkplaces is 0.

I don't know what else is gonna be affected by this. There was probably a reason to set those values in Quoth, but it's hard to be sure.

#17 2020-12-21 00:11:58

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

Process of elimination was a good idea. I thought the culprit was gonna be progs.dat, which would have been very problematic, but it turned out that Quoth included a config file with compatibility options specifically for Darkplaces.

Setting sv_gameplayfix_nogravityonground to 0 fixes the issue. This is the default setting of Darkplaces, but Quoth sets it to 1.

Setting sv_gameplayfix_downtracesupportsongroundflag to 1 also fixes the issue. Default for both Quoth and Darkplaces is 0.

I don't know what else is gonna be affected by this. There was probably a reason to set those values in Quoth, but it's hard to be sure.

Awesome.

I was going to dig into this in the evening but it appears you have already found it. I'll instead play through the two demo maps and see if there are any other issues that are exposed by changing the "sv_gameplayfix_nogravityonground" to 0.

Cheers.

#18 2020-12-21 02:34:04

dwere
Member

Re: How to disable the gun shake in Quoth 2.2?

This is how it looks, by the way:

// quoth needs gl_flashblend off in order for the flashlight to work
// if you object, then you can override the setting in autoexec.cfg (not config.cfg)
gl_flashblend 0

//these are for darkplaces, they default to zero in the most recent build
//so these are just to catch people with older engines
 sv_gameplayfix_blowupfallenzombies 0
 sv_gameplayfix_consistentplayerprethink 0
 sv_gameplayfix_delayprojectiles 0
 sv_gameplayfix_downtracesupportsongroundflag 0
 sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0
 sv_gameplayfix_easierwaterjump 0
 sv_gameplayfix_findradiusdistancetobox 0
 sv_gameplayfix_fixedcheckwatertransition 0
 sv_gameplayfix_gravityunaffectedbyticrate 0
 sv_gameplayfix_grenadebouncedownslopes 0
 sv_gameplayfix_multiplethinksperframe 0
 sv_gameplayfix_noairborncorpse 0
 sv_gameplayfix_noairborncorpse_allowsuspendeditems 0
 sv_gameplayfix_nostepmoveonsteepslopes 0
 sv_gameplayfix_nudgeoutofsolid 0
 sv_gameplayfix_nudgeoutofsolid_separation 0
 sv_gameplayfix_q1bsptracelinereportstexture 0
 sv_gameplayfix_q2airaccelerate 0
 sv_gameplayfix_setmodelrealbox 0
 sv_gameplayfix_slidemoveprojectiles 0
 sv_gameplayfix_stepdown 0
 sv_gameplayfix_stepwhilejumping 0
 sv_gameplayfix_swiminbmodels 0
 sv_gameplayfix_unstickentities 0
 sv_gameplayfix_unstickplayers 0
 sv_gameplayfix_upwardvelocityclearsongroundflag 0
 
 //these darkplaces variables give better compatibility when turned on
 sv_gameplayfix_droptofloorstartsolid 1
 sv_gameplayfix_nogravityonground 1
 sv_gameplayfix_stepmultipletimes 1

Seems like the larger section just sweeps the compatibility settings and gives them all the safest values. The last section might represent some more informed tinkering. Again, I'm only speculating here, but sv_gameplayfix_downtracesupportsongroundflag might be safer to change.

#19 2020-12-22 15:47:24

Avenger
Member

Re: How to disable the gun shake in Quoth 2.2?

dwere wrote:

This is how it looks, by the way:

// quoth needs gl_flashblend off in order for the flashlight to work
// if you object, then you can override the setting in autoexec.cfg (not config.cfg)
gl_flashblend 0

//these are for darkplaces, they default to zero in the most recent build
//so these are just to catch people with older engines
 sv_gameplayfix_blowupfallenzombies 0
 sv_gameplayfix_consistentplayerprethink 0
 sv_gameplayfix_delayprojectiles 0
 sv_gameplayfix_downtracesupportsongroundflag 0
 sv_gameplayfix_droptofloorstartsolid_nudgetocorrect 0
 sv_gameplayfix_easierwaterjump 0
 sv_gameplayfix_findradiusdistancetobox 0
 sv_gameplayfix_fixedcheckwatertransition 0
 sv_gameplayfix_gravityunaffectedbyticrate 0
 sv_gameplayfix_grenadebouncedownslopes 0
 sv_gameplayfix_multiplethinksperframe 0
 sv_gameplayfix_noairborncorpse 0
 sv_gameplayfix_noairborncorpse_allowsuspendeditems 0
 sv_gameplayfix_nostepmoveonsteepslopes 0
 sv_gameplayfix_nudgeoutofsolid 0
 sv_gameplayfix_nudgeoutofsolid_separation 0
 sv_gameplayfix_q1bsptracelinereportstexture 0
 sv_gameplayfix_q2airaccelerate 0
 sv_gameplayfix_setmodelrealbox 0
 sv_gameplayfix_slidemoveprojectiles 0
 sv_gameplayfix_stepdown 0
 sv_gameplayfix_stepwhilejumping 0
 sv_gameplayfix_swiminbmodels 0
 sv_gameplayfix_unstickentities 0
 sv_gameplayfix_unstickplayers 0
 sv_gameplayfix_upwardvelocityclearsongroundflag 0
 
 //these darkplaces variables give better compatibility when turned on
 sv_gameplayfix_droptofloorstartsolid 1
 sv_gameplayfix_nogravityonground 1
 sv_gameplayfix_stepmultipletimes 1

Seems like the larger section just sweeps the compatibility settings and gives them all the safest values. The last section might represent some more informed tinkering. Again, I'm only speculating here, but sv_gameplayfix_downtracesupportsongroundflag might be safer to change.

I played through the 2 demo maps and didn't notice any issues but upon looking at this further I would probably agree with you. The second option is probably the safer bet.

Board footer