[WIP] Custom player movement, realtime weather, new demo!
[WIP] Custom player movement, realtime weather, new demo!
Link removed, see page 2
This is a work-in-progress custom player movement which will be used in an RPG mod I'm working on. The name "underworld" came from the fact that this was supposed to be an Ultima Underworld-inspired project, I guess. :)
Currently you can move and look around with the mouse and keyboard, and also jump.. Swimming behaviour is also different than stock Doom, in that you can swim on the surface. To submerge, hold the "move down" key.
You can fly around by giving "PlayerFlag_Flying" in the console. To disable flying, take away that item with the ]take command.
There's plenty more to do, including...
- Keyboard look up/down for those who don't play with the mouse
- Jumping out of water is a little difficult right now because the player has no velocity if he slides along the linedef and jumps. You can successfully jump out by taking a step back from the floor before jumping.
- Keyboard run modifier support needs to be added
... and probably a bunch of other things.
Also, there is a system in place that lets you pick up items Oblivion style (hover crosshair over items, then hit +use) but due to this issue, the item targetting isn't working. If you take a peak around the sources, the code is actually already in place, and it was working a while ago before I finished coding the custom movement...
This is a work-in-progress custom player movement which will be used in an RPG mod I'm working on. The name "underworld" came from the fact that this was supposed to be an Ultima Underworld-inspired project, I guess. :)
Currently you can move and look around with the mouse and keyboard, and also jump.. Swimming behaviour is also different than stock Doom, in that you can swim on the surface. To submerge, hold the "move down" key.
You can fly around by giving "PlayerFlag_Flying" in the console. To disable flying, take away that item with the ]take command.
There's plenty more to do, including...
- Keyboard look up/down for those who don't play with the mouse
- Jumping out of water is a little difficult right now because the player has no velocity if he slides along the linedef and jumps. You can successfully jump out by taking a step back from the floor before jumping.
- Keyboard run modifier support needs to be added
... and probably a bunch of other things.
Also, there is a system in place that lets you pick up items Oblivion style (hover crosshair over items, then hit +use) but due to this issue, the item targetting isn't working. If you take a peak around the sources, the code is actually already in place, and it was working a while ago before I finished coding the custom movement...
Last edited by Nash on Mon Oct 17, 2011 10:02 am, edited 5 times in total.
- ShadowTiger
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Re: [WIP] Custom player movement
Whoah. As an avid fan of the Underworld series, this is extremely exciting. I definitely wish you much luck with the project. 

- Ral22
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Re: [WIP] Custom player movement
Okay, really cool. It felt weird to not bob when you move, but I noticed something.
Being how lame I am (And too amazed by the wading/submerged effect) I drowned. But, I was still able to move using WASD and swim up and down. Not sure if you're aware, but it's a huge issue.
Being how lame I am (And too amazed by the wading/submerged effect) I drowned. But, I was still able to move using WASD and swim up and down. Not sure if you're aware, but it's a huge issue.
Re: [WIP] Custom player movement
Aware of that, I haven't added death checks yet. Also, respawning still isn't handled properly.
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Re: [WIP] Custom player movement
So the swimming is in the style of Shadowcaster or Marathon II?
Re: [WIP] Custom player movement
Well I took inspiration from game slike Ultima Underworld and Daggerfall, where you can actually wade around on the surface before deciding to dive in... well actually you can't dive underwater in those games, that's a ZDoom exclusive haha. I haven't played Shadowcaster or Marathon (shame on me I know) but I guess it's a common thing to do back in the early 90's so... yeah...
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Re: [WIP] Custom player movement
Daggerfall, I've played.
Re: [WIP] Custom player movement
Before this, the wading movement was coded such that when you hold down a movement direction, the player will thrust himself forward with a velocity equal to that of his swimming skill, then there's a small cool down, then the thrusting happens again... kinda like real-life swimming motion... it felt annoying and nauseating though. So now the swimming skill is applied as a continuous velocity...
EDIT: Fixed the item pickup issues, link in first post has the new version... basically that's the only thing that's changed, no other changes yet (so death issues are still around), I just put it up anyway if you're curious on the item pickup system, otherwise, you're not really missing out on much, no need to download. :)
EDIT: Fixed the item pickup issues, link in first post has the new version... basically that's the only thing that's changed, no other changes yet (so death issues are still around), I just put it up anyway if you're curious on the item pickup system, otherwise, you're not really missing out on much, no need to download. :)
- ChronoSeth
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Re: [WIP] Custom player movement - now with sun glare!
How do you make it stay in front of everything else?
Re: [WIP] Custom player movement - now with sun glare!
Fucking miracles, man.Z86 wrote:How do you make it stay in front of everything else?
- Caligari87
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Re: [WIP] Custom player movement - now with sun glare!
That's what I just said.Caligari_87 wrote:Magnets.
Re: [WIP] Custom player movement - now with sun glare!
The sun now actually rotates around the sky in real-time, I'd post it right now but I need to finish up the sky gradient cycler first! This is giving me a headache.
Seeing the sun move around, especially in a GZDoom mod, however... is win.
Seeing the sun move around, especially in a GZDoom mod, however... is win.