Updated!
V2 includes some compatibility additions for certain mods, as well as more cosmetic features.
Also added a dedicated Adventures of Square version.
Search found 45 matches
- Mon Aug 05, 2024 4:30 pm
- Forum: Gameplay Mods
- Topic: [v2] (Universal) Build Engine-styled Movement
- Replies: 3
- Views: 3113
- Tue Jul 23, 2024 4:28 pm
- Forum: Gameplay Mods
- Topic: [v2] (Universal) Build Engine-styled Movement
- Replies: 3
- Views: 3113
[v2] (Universal) Build Engine-styled Movement
Build Engine-styled Movement https://imgur.com/JV3eXzr This mod aims to make the movement less slippery, making it feel more like games on the Build Engine! Should work with most, if not every mod or TC. Features: Less slippery movement Greater air control (for easier platforming) Camera flinching ...
- Wed Jul 10, 2024 8:22 am
- Forum: Scripting
- Topic: Lack of inertia/momentum on a loaded game?
- Replies: 5
- Views: 422
Re: Lack of inertia/momentum on a loaded game?
Hey! I have figured out how to fix this! // Air Controller if ( FindInventory("motohandles") ) { level.aircontrol = 0.00390625; } else if((Pos.Z != FloorZ) && (vel.x != 0 || vel.y != 0)) { level.airControl = 0.64; } else { level.aircontrol = 0.00390625; } Since the problem was that the modified air ...
- Tue Jul 09, 2024 12:11 pm
- Forum: Scripting
- Topic: Lack of inertia/momentum on a loaded game?
- Replies: 5
- Views: 422
Re: Lack of inertia/momentum on a loaded game?
One thing I figured out now is that it's the bigger air control that's messing with the inertia... The recoil from A_Recoil doesn't seem to carry as well as it does by default if you mess with the air control, or rather, saving/loading seems to mess with the aircontrol I really don't wanna remove it ...
- Tue Jul 09, 2024 11:03 am
- Forum: Scripting
- Topic: Lack of inertia/momentum on a loaded game?
- Replies: 5
- Views: 422
Re: Lack of inertia/momentum on a loaded game?
Could you show your current code? Sure, here it is class BuildMoveHandler : StaticEventHandler { MoveManager3 move; override void WorldLoaded(WorldEvent e) { if (gamestate != GS_LEVEL) return; ThinkerIterator it = ThinkerIterator.Create("MoveManager3", Thinker.MAX_STATNUM); move = MoveManager3(it ...
- Mon Jul 08, 2024 3:41 pm
- Forum: Scripting
- Topic: Lack of inertia/momentum on a loaded game?
- Replies: 5
- Views: 422
Lack of inertia/momentum on a loaded game?
Hello! I have recently been trying to adapt Nash's less slippery movement code to work with another mod (Ashes 2063), however I am having a huge issue with the mod... The game has vehicle sections, where the player goes into a different state, and in that state, the player does their movement ...
- Thu Dec 29, 2022 2:56 pm
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646175
Re: Ashes Afterglow TC - quick update page 111
If I recall correctly, I was actually using LZDoom at the time. It could be related to that.Ihavequestions wrote: ↑Thu Dec 29, 2022 1:37 pm Can you check for the game EXE versions you were using, respectively? (FYI, the still-current standalone version is g4.7.1.)
- Thu Dec 29, 2022 9:14 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646175
Re: Ashes Afterglow TC - quick update page 111
You should know that this has actually broken jumps for Afterglow (I didn't try the 2063 version.) Are you sure this thing disables itself when you get on the bike? It seems to work 90% of the time but then in some instances it just stops working for some reason, and I really not sure what causes ...
- Fri Dec 16, 2022 7:31 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646175
Re: Ashes Afterglow TC - quick update page 111
Sounds good. Did you post it in the Nashmove thread already? I didn't. I'll assume it's fine to post it here. Here you go. One is for Ashes 2063 Enriched and the other is for Afterglow. Also, one thing I want to ask here: In the downloads section, it states that Ashes 2063 Enriched does not work ...
- Wed Dec 14, 2022 9:13 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646175
Re: Ashes Afterglow TC - quick update page 111
My biggest complaint is how slidey the player is, especially when platforming, but I don't think you can help that. I actually made a modified version of Nashmove that fixes that problem. I even made it so that it specifically disables itself whenever you're riding a vehicle, so that it doesn't ...
- Fri Oct 21, 2022 6:44 am
- Forum: Abandoned/Dead Projects
- Topic: Ashes Afterglow TC - closing the vault
- Replies: 1779
- Views: 646175
Re: Ashes Afterglow TC - quick update page 111
Hey, just wanted to ask: Is there any way to break that one brick wall in the sewers of Prosperity?
- Wed Aug 24, 2022 10:09 am
- Forum: Off-Topic
- Topic: Help with Rednukem?
- Replies: 3
- Views: 779
Re: Help with Rednukem?
Ok, now I know what's causing the problem. I had created a .grpinfo file so that I could set up the music to play correctly for both games, and for some reason, that caused Rednukem to play Rides Again properly. So I just deleted the .grpinfo file and put the music on my autoload and everything ...
- Wed Aug 24, 2022 9:04 am
- Forum: Off-Topic
- Topic: Help with Rednukem?
- Replies: 3
- Views: 779
Re: Help with Rednukem?
With EDuke32 I just get a "Error compiling CON files" message when trying to load either of them.
- Wed Aug 24, 2022 7:58 am
- Forum: Off-Topic
- Topic: Help with Rednukem?
- Replies: 3
- Views: 779
Help with Rednukem?
I'm trying to play Redneck Rampage Rides Again, but I just can't figure out how to make it work properly. When I load the game, Rednukem treats it as if it was the original Redneck Rampage and so all of the new enemies and stuff don't work and appear as static sprites. If anyone here could help, it ...
- Mon Nov 22, 2021 4:56 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Snap the Sentinel (v2.4) ~ EPISODE 1
- Replies: 47
- Views: 45592
Re: Snap the Sentinel (v2.1) ~ EPISODE 1
Yeah, I did. The patch actually did fix performance issues on some of the maps, like E1M2, but for some reason E1M9 still has them.