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limited freelook on muliplayer

Posted: Fri Feb 12, 2010 18:03
by pedder
hi. i've noticed that on mulitplayer the vertical freelook angle is limited (unlike on singleplayer mode). is there any possibility to change that?

Re: limited freelook on muliplayer

Posted: Fri Feb 12, 2010 23:44
by Deathlike2
I believe it has more to do with the server cvars than anything. Freelook can be disabled by the server.

http://zdoom.org/wiki/DMFlags

Re: limited freelook on muliplayer

Posted: Sat Feb 13, 2010 3:05
by Rachael
What he's talking about is he wants freelook to be unlimited, not turned off.

I don't think it's possible without manually tweaking the code yourself and recompiling, because GZDoom is net compatible with the same version of GZDoom from another person who may in fact be using the software renderer - though this never really happens. A more likely scenario is ZDoom being on the net with players, but that's also not very feasible simply because ZDoom has slightly different (less modified) physics code when compiled as default - this causes a desync seconds within starting a netgame between the two.

Re: limited freelook on muliplayer

Posted: Sat Feb 13, 2010 16:26
by Barry
I had the same problem and I was searching the internet for an answer long ago, but I couldn't. But I did come across something that was
the same problem, and it did say that there is a way to fix the problem. I can't find that site anymore, but I think that it said something
about that everyone that is playing a netgame and using mouselook, should all have the same renderer enabled, (to look completely up and
down) but you need to use the OpenGL renderer to look 90 degrees up and down it the first place, so you can't use the Software renderer at all, because there you can only look about 45 degrees up and down. I did change everyone's renderer to OpenGL, but it still did the
same thing.

Re: limited freelook on muliplayer

Posted: Sat Feb 13, 2010 19:59
by pedder
Eruanna wrote:What he's talking about is he wants freelook to be unlimited, not turned off.

I don't think it's possible without manually tweaking the code yourself and recompiling, because GZDoom is net compatible with the same version of GZDoom from another person who may in fact be using the software renderer - though this never really happens. A more likely scenario is ZDoom being on the net with players, but that's also not very feasible simply because ZDoom has slightly different (less modified) physics code when compiled as default - this causes a desync seconds within starting a netgame between the two.
sounds reasonable. but i'd appreciate it if there would be an option to choose between limited/full freelook in the future.

Re: limited freelook on muliplayer

Posted: Sun Feb 14, 2010 18:23
by Rachael
Depending on what mods you're playing you might also consider Skulltag (*shot by Graf*).

Skulltag allows anyone in the game, regardless of renderer, to use the full freelook capabilities of their renderer. If you spy a player with a greater freelook range your pitch angle will simply be clipped to your limit, rather than limiting that player's view.

Skulltag does have its limitations, though - if the mod is too complicated, you'll exceed your bandwidth because of the amount of data the Skulltag server would be sending and this will cause a disconnection; also, it can only play mods designed for Skulltag or designed for ZDoom as of a year ago - Skulltag does not keep up to date with ZDoom enhancements because of stability concerns and only upgrades its ZDoom base once a major release has been finalized and debugged.

Re: limited freelook on muliplayer

Posted: Sun Feb 14, 2010 20:10
by pedder
i never tried skulltag. i'm playing coop with a friend over lan only. just changed from doomsday to gzdoom because of compatibility problems with many megawads.

Re: limited freelook on muliplayer

Posted: Tue Feb 16, 2010 6:35
by Rachael
http://skulltag.net/download/

It might not be the answer to all your problems, but it is far more compatible with most mods than Doomsday - but not as much so as GZDoom.

Also, you have to set up a Skulltag server independently of clients - but that's not too big of an issue, really, because the server can run on the same machine as one of the people playing.

This page may help with setting up a server.