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Re: [Code] Footsteps - v5 released!

PostPosted: Mon Apr 20, 2015 9:22 am
by The Zombie Killer
Caligari_87 wrote:Why was it rewritten in C, and how? I thought ZDoom only supported ACS. Are you writing in C and then compiling the library to the appropriate bytecode or something?

Forgive me, I'm unsure how this works and curious about the rationale.

8-)

It was re-written in C, and compiled to ACS bytecode using GDCC. You can see the source code on the GitHub page, and you can find GDCC's forum thread here: viewtopic.php?f=19&t=32078
I chose to re-write it in C because it's easier to manage, and lets me create much cleaner code than I can in ACS. Plus I get to use pointers, structs and the like.

Re: [Code] Footsteps - v5 released!

PostPosted: Mon Apr 20, 2015 10:22 am
by Skrell
The Zombie Killer wrote:
Skrell wrote:2. I'm a little confused...you added support in v4 for Zandronum and then removed it for v5? One of my favorite aspects of this MOD was the Zandro support :( Is there any way the FixedSqrt function could be approximated to something that would work in Zandro?

It's because I changed how some of it works, I'm using some better code to detect how fast the player is moving, which uses the FixedSqrt function. I could probably add some extra code to bring back Zandronum compatibility though. I'll definitely give it a go.

Thank you friend! Your work is greatly appreciated!

Re: [Code] Footsteps - v5 released!

PostPosted: Mon Apr 20, 2015 6:51 pm
by The Zombie Killer
Solved the FixedSqrt issue. Zandronum is now supported, a prebuilt Zandronum build is now available in the OP.

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 6:50 am
by Skrell
<3! I'll try the build tonight!
Also, i noticed with the last v4 build in gzdoom that
"Possible BUG: No footsteps on grass texture....this works in gzdoom footsteps v3 btw."
Can you please double check that this works?

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 6:51 am
by The Zombie Killer
Be sure to check this thread out by the way, because that's where future updates will be posted.

Skrell wrote:Also, i noticed with the last v4 build in gzdoom that
"Possible BUG: No footsteps on grass texture....this works in gzdoom footsteps v3 btw."
Can you please double check that this works?

Working fine on my end, so it should be all good.

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 4:25 pm
by PRIMEVAL
I can no add in my own textures, awesome! Thank you so much for this awesome mod. Keep up the fantastic work!

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 7:26 pm
by Skrell
Ok just tried out v5...so far everything seems to be working great. One question though...i thought one version of this mod had the monsters making footstep noises too...is this no longer the case?

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 8:17 pm
by The Zombie Killer
Skrell wrote:One question though...i thought one version of this mod had the monsters making footstep noises too...is this no longer the case?

That was a very old feature, I guess I could probably add it back in (optionally) if there's enough demand for it.

Re: [Code] Footsteps - v5 released!

PostPosted: Tue Apr 21, 2015 9:01 pm
by Skrell
Please consider it! I loved it! :)

Re: [Code] Footsteps - v5 released!

PostPosted: Fri Apr 24, 2015 1:54 pm
by PRIMEVAL
I'd like that feature as well.

Re: [Code] Footsteps - v5 released!

PostPosted: Fri May 01, 2015 11:29 pm
by gjk2014
I hate to be nitpicky but in the Zandronum v5 the footsteps seem to be less frequent than the v4 one. What I mean by that is in v5 when you run you only hear one footstep every 20 feet but in Zandronum footsteps v4 the footsteps sounds just right.

Re: [Code] Footsteps - v5 released!

PostPosted: Fri May 01, 2015 11:52 pm
by The Zombie Killer
Yeah, it's mainly due to some new methods of determining speed. When I re-add the volume and delay multipliers, then you can customize it to be just like v4.
Also, note that all of my resources (including this one) have moved to this thread, so I don't have to keep track of multiple threads: viewtopic.php?f=37&t=48386

Re: [Code] Footsteps - v5 released!

PostPosted: Sat May 02, 2015 12:01 am
by gjk2014
The Zombie Killer wrote:Yeah, it's mainly due to some new methods of determining speed. When I re-add the volume and delay multipliers, then you can customize it to be just like v4.
Also, note that all of my resources (including this one) have moved to this thread, so I don't have to keep track of multiple threads: viewtopic.php?f=37&t=48386


Ok cool thanks I'll go to the other thread for now on. :)

Re: [Code] Footsteps - v5 released!

PostPosted: Sat May 02, 2015 4:46 am
by Big C
The Zombie Killer wrote:Yeah, it's mainly due to some new methods of determining speed. When I re-add the volume and delay multipliers, then you can customize it to be just like v4.
Also, note that all of my resources (including this one) have moved to this thread, so I don't have to keep track of multiple threads: viewtopic.php?f=37&t=48386


RE: Multipliers: That's good. I play a lot of mods that give Doomguy smaller steps/shorter strides, so being able to tweak the footstep sounds will be handy.

Re: [Code] Footsteps - v5 released!

PostPosted: Wed Dec 23, 2015 11:46 am
by Jekyll Grim Payne
Hello! Great work. But it seems that footsteps can't be heard immediately after starting to walk. Is it somehow related to small initial velocity?