Search found 117 matches

by Ivory Duke
Wed Jun 09, 2021 5:02 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1

Sorry as mentioned in the post I am no longer involved in modding.
If you want that fixed you will have to figure it out on your own on find someone else to take care of it for you.
by Ivory Duke
Wed Jan 06, 2021 3:05 pm
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Since you gave me a polite reply here is a quick rundown on what to do to get better friction: 1 - process the user inputs rotating them in order to create a vector that pushes player relatively to the angle it is looking; 2 - apply your favorite flavor of friction to the velocity of the previous ...
by Ivory Duke
Fri Dec 04, 2020 1:55 pm
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

If this is confirmation of commercial use being allowed with attribution, it's appreciated, Ivory Duke This reminds me people can indeed make commercial products in GZDoom, I admit I had totally forgotten about it. Sorry, if you make money out of it you wil have to look at the EDuke32 source code ...
by Ivory Duke
Thu Nov 05, 2020 5:59 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

As mentioned in my DoomFrag post I am no longer involved in Doom modding. You are free to discuss anything related to the mod and post link to patches you make here, but please do not expect me to contribute anything. Sorry but any help requests will not be met. As I wrote in the DoomFrag thread it ...
by Ivory Duke
Wed Oct 21, 2020 1:01 pm
Forum: Gameplay Mods
Topic: DoomFrag 1.0, kinda but not really
Replies: 5
Views: 3229

Re: DoomFrag 1.0, kinda but not really

1.0 not really release
by Ivory Duke
Thu Aug 20, 2020 9:40 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Sorry for late reply, life has been very different since pandemic started. To answer your questions: - TF2 double jump: yes totally possible, I am not gonna do it but it requires combining the wall jump logic into the double jump. Which means: getting the player inputs and apply a velocity vector ...
by Ivory Duke
Sun Jun 21, 2020 3:23 pm
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Updated QCDE and Trailblazer patches. RE: will you make a Treasure Tech patch? No I won't. I will not make another patch and if I do I will not release it publicly cause I don't want to add yet another thing people expect me to maintain. RE: messeup up Vanilla stuff. It is impossible that whatever ...
by Ivory Duke
Wed Jun 10, 2020 11:12 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Oh wow that is a lot of stuff in one day. I promise I will update the QCDE and Trailblazer stuff by the end of next week, life is rather busy right now. Quick question: Does anyone know if this mod works with that new Treasure Tech mod? Or does ZMovement cause issues? Anything is possible when you ...
by Ivory Duke
Tue Jun 09, 2020 9:06 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Hi sorry for being out of touch for around a month. Help with D4V I have no personal interest in that mod but will try to do it once I have time if it is still needed Project Brutality I am in no way associated with that mod. Months ago I have been contacted by the team on how to make a on/off ...
by Ivory Duke
Sat Apr 25, 2020 3:43 pm
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

I am sorry but I have no clue. I have even tried it on two different clean installs on gzdoom on two different computers and I experience no issue. Although the fact hat your controller works and the keyboard doesn't makes me think there might be an issue with the keyboard itself. I have written ...
by Ivory Duke
Wed Apr 15, 2020 10:49 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

I just tested Build Engine movement on ground, air, flying, and swimming and I encounter no such issue. You will need to provide further details cause I cannot experience the issue even after I turn on every optional feature. EDIT: also as seen from this code forward and backward movement are not ...
by Ivory Duke
Thu Apr 09, 2020 10:04 am
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2153299

Re: The WIP Thread

I recently coded a Superhot powerup for Doosk but after release I was not fully satisfied with the result. I have reworked it to require no weapon and monster edits and no FreezeTime powerup, only player is retouched. Will release as a semi-universal micromod after the next Doosk update is out ...
by Ivory Duke
Sun Apr 05, 2020 4:41 am
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2153299

Re: The WIP Thread

Reworked GZDoom menus to look the same at all resolutions, and a custom map selection menu.
by Ivory Duke
Wed Apr 01, 2020 11:20 am
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 248
Views: 108693

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Hi thank your kind words! I do not mean to disappoint / sadden / make you think I do not have any consideration for mobile players, but unfortunately I do not own Delta Touch so I cannot take a personal look at it. It is very true I could purchase it but unfortunately I do not enjoy playing games on ...
by Ivory Duke
Sun Mar 15, 2020 3:52 pm
Forum: Graphic/Audio Patches
Topic: Weapon Matching Player Skin 1.1
Replies: 5
Views: 3663

Re: Weapon Matching Player Skin 1.1

I addressed the sprite alignement as much as I could and I should have fixed the crash.
I have looked at the sprites both with chasecam and not, picking up weapons in either scenarios and encountered no freezes or crashes

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