still putting around with my engine. Got a lot of shit done, but this (dynamic) height fog with inscattering is the only screenshottable thing.
It is currently Fri Mar 29, 2024 5:11 am
ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
ConVar sv_rollangle ( "sv_rollangle", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
TechieUK wrote:Not sure if this is really worth posting, but it's neat, and I really like it. I decided it doesn't really deserve a tutorial of its own, but I don't know if anyone else knows about it so here goes...
If you open movevars_shared.cpp, and search for this, it's around line 82:
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ConVar sv_rollangle ( "sv_rollangle", "0", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
Then change that 0 to another number, between 5 and 10, more or less if you want to, like so:
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ConVar sv_rollangle ( "sv_rollangle", "10", FCVAR_NOTIFY | FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Max view roll angle");
Then compile, in-game your view will tilt to the left and right as you move left and right, very similar if not identical to the view rolling in Black Mesa. A very cool effect.
Mehis wrote:You will burn in hell for doing this and especially if you flag it as a cheat.
Also, you don't even have to compile in order to use it. Just put the command in valve.rc or something.
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