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by doomduck
Mon Aug 05, 2024 4:30 pm
Forum: Gameplay Mods
Topic: [v2] (Universal) Build Engine-styled Movement
Replies: 3
Views: 3113

Re: [v2] (Universal) Build Engine-styled Movement

Updated!
V2 includes some compatibility additions for certain mods, as well as more cosmetic features.
Also added a dedicated Adventures of Square version.
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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

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.)
If I recall correctly, I was actually using LZDoom at the time. It could be related to that.
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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 ...
by doomduck
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?
by doomduck
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 ...
by doomduck
Wed Aug 24, 2022 9:04 am
Forum: Off-Topic
Topic: Help with Rednukem?
Replies: 3
Views: 779

Re: Help with Rednukem?

ramon.dexter wrote: Wed Aug 24, 2022 8:47 am Does it happen with eduke32?
With EDuke32 I just get a "Error compiling CON files" message when trying to load either of them.
by doomduck
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 ...
by doomduck
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.

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