Search found 1331 matches
- Thu Jul 24, 2025 9:03 am
- Forum: Scripting
- Topic: A_SpawnSpriteParticle
- Replies: 5
- Views: 123
Re: A_SpawnSpriteParticle
Have you considered using Visual Thinkers?
- Thu Jun 19, 2025 2:08 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Friday the 13th (TC)
- Replies: 37
- Views: 10993
Re: Friday the 13th (TC)
You can post images from imgur if you open them and right click -> copy url, and then use the url /url tags, like in this post 



- Sun May 04, 2025 1:27 am
- Forum: Off-Topic
- Topic: Is GZQuake possible?
- Replies: 28
- Views: 1049
Re: Is GZQuake possible?
A Quake source port (probably encompassing features from Q2 and Q3 as well) with the moddability oz GZDoom would be a dream. With the way Quake engine games load mods, you can't get teh incredibly flexibility that ZScript and the stacking of mods offers.
- Sun Feb 23, 2025 1:13 pm
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Still strange that it worked in earlier GZDoom versions. Oh well. I have plans to make an "official" library out of this with Ash's help.
- Sun Feb 23, 2025 12:55 pm
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Loks like some of the newer GZDoom versions broke the mod. I tested it with 4.3.3. and it works flawlessly. A bit of progress... maybe (I'm really just taking wild guesses to see if anything works). If I comment out this line in the Pastebin code: smtActor.SetOrigin(tempPos + dir * smtActor.speed ...
- Sun Feb 23, 2025 9:16 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Sorry, I forgot I only posted the code instead of the archive.
I added a link to the pk3 in my first post.
I added a link to the pk3 in my first post.
- Sun Feb 23, 2025 8:50 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Stand alone archive? The only one I can see is linked to here : https://forum.zdoom.org/viewtopic.php?p=1151905#p1151905 and the file has gone. Is there another? I've searched here, Doomworld and via Google. I don't see one in the VoxelChibiDoom thread, and the link there just takes me direct to ...
- Sun Feb 23, 2025 3:26 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
No, in the standalone archive.
Note that in VoxelChibiDoom!, the very first time ChaseSmooth is called, it uses the actor's orignal speed value specifically to avoid monsters in vanilla Doom maps getting stuck if placed near walls.
- Sat Feb 22, 2025 6:55 pm
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
There's also code for an altered Zombieman using SmoothMoveTurn included in the archive.
- Sat Feb 22, 2025 3:23 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
I have used the smooth moving / turning code in almost all my mods and for some reason never encountered these problems... Not sure what to say. I didn't test it extensively with slops, though. Maybe slope traversing becomes a problem when the speed is very slow, as with your robot.
- Fri Feb 21, 2025 1:47 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Not sure what to tell you. If you want to limit the turn speed, you set smtTurnSpeedMax from aynwhere.
It can get set when calling InitSmoothMoveTurnMixin in PostBeginPlay() and is set to 0 if you don't pass a value for turnSpeedMax.
It can get set when calling InitSmoothMoveTurnMixin in PostBeginPlay() and is set to 0 if you don't pass a value for turnSpeedMax.
- Thu Feb 20, 2025 11:45 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Set smtTurnSpeedMax to 15 or something.
- Wed Feb 12, 2025 4:35 pm
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Keep in mind that the actor's speed value needs to be set equal to [original speed / movement tics], otherwise monsters are far too fast and might have trouble navigating. Also, for vanilla Doom maps, a lot of monsters have spawn locations that make them move into walls and get stuck the very first ...
- Wed Feb 12, 2025 1:49 pm
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
Override the monster's PostBeginPlay and call InitSmoothMoveTurnMixin(self,5,5);
Override the monster's Tick and call Super.Tick() and UpdateSmoothMoveTurn();
Override the monster's Tick and call Super.Tick() and UpdateSmoothMoveTurn();
- Wed Feb 12, 2025 12:00 am
- Forum: Requests
- Topic: Movement Code With Smooth Turning?
- Replies: 31
- Views: 2927
Re: Movement Code With Smooth Turning?
https://pastebin.com/Uym2dpZn
smoothmoveturn.pk3
Add mixin SmoothMoveTurnMixin to monster actor.
Call ChaseSmooth() instead of A_Chase.
smoothmoveturn.pk3
Add mixin SmoothMoveTurnMixin to monster actor.
Call ChaseSmooth() instead of A_Chase.