Less Slippery Doom Movement (May 2018 ZScript rewrite)

Post your example zscripts/ACS scripts/etc here.

Re: [CODE] Less Slippery Doom Movement

Postby Enjay » Tue Mar 19, 2013 5:10 pm

Nash wrote:(Mind you, in games like Morrowind and Oblivion, the player stops even more abruptly, despite moving so fast. :O And such was also the case with Wolf3D, if I recall)

My very first reaction when trying this was that it felt quite Wolfentein-like.

Nash wrote:Regarding the other comments about how it doesn't feel like Doom: that is to be expected... with such a huge change in the movement dynamics, of course it's not going to feel like Doom anymore. :P

Anyway, that's kind of the point - and also why I made this (so that I don't feel like I'm playing Doom anymore) so... mission accomplished, I guess. XD I'm sharing the code here because I'm sure it will be of interest to TC authors who are making mods that aren't related to Doom... plus, I recall a few people have requested a tutorial so this was long overdue anyway...


Understood. My observations weren't complaints. It's obvious that this is meant to not feel like Doom. But it is funny how many times I walk into the wall instead of going around a corner with this loaded. :lol:
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby SamVision » Tue Mar 19, 2013 7:58 pm

Been playing a lot of Serious Sam lately and this feels completely normal to me.
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby amv2k9 » Thu Mar 21, 2013 8:08 pm

This would've been heavenly for Void back in the day. Fiddly jumps with very little room for error.
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Nash » Tue May 21, 2013 12:16 am

To do: when DRDTeam is back, add the missing library definition to the top of the ACS script.

In the mean time, if you find that my code is doing weird stuff when you jump in your mod, add this to the top of nashmove.acs and recompile the library:

Code: Select allExpand view
#Library "nashmove"
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Uboa » Tue May 21, 2013 5:06 am

Nash wrote:To do: when DRDTeam is back, add the missing library definition to the top of the ACS script.

In the mean time, if you find that my code is doing weird stuff when you jump in your mod, add this to the top of nashmove.acs and recompile the library:

Code: Select allExpand view
#Library "nashmove"
 

Can't you just upload it somewhere else? I'd really like to try this.
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby TiberiumSoul » Wed May 22, 2013 1:23 pm

Uboa wrote:Can't you just upload it somewhere else? I'd really like to try this.


this^
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Nash » Wed Jul 10, 2013 7:36 am

Yo if anyone has the original package in the mean time, feel free to upload it. I don't have the original files like in the OP (it was a demo I hastily put together on my Desktop and I tend to delete stuff on my Desktop a lot).
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Tormentor667 » Sat Jul 13, 2013 11:07 am

I'd be happy to have the new link as well
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Tristan885 » Sat Jul 13, 2013 11:29 am

I remember I had downloaded this but it's the initial release, not the one with jumping bug fixed :/ Uploaded it in case anyway: here
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Nash » Sat Jul 13, 2013 3:28 pm

Actually, that version is the fixed version. Thanks Tristan885!
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Tristan885 » Sat Jul 13, 2013 4:03 pm

Nash wrote:Actually, that version is the fixed version. Thanks Tristan885!

Oh well, I shouldn't have took care of the date on the file hehe, glad that solve the problem :P
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby The Zombie Killer » Mon Aug 05, 2013 7:29 am

I decided to do a variation of this, it simply stops your movement if the movement keys aren't pressed, and dear god it feels even worse than the original version.
I recommend that you turn of movebob so that you don't feel sick whenever you stop moving. :puke:

tzkmove.pk3
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(1.41 KiB) Downloaded 168 times

-TZK
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby TheDoomGuy » Mon Aug 05, 2013 5:38 pm

This mod feels nice coupled with the footstep sounds mod. :)
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Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Postby Rowsol » Mon Nov 18, 2013 5:32 pm

I just posted a thread about how the movement feels sluggish after upgrading my video card and then I remembered seeing this. Nashmove.pk3 makes the game feel great again, thanks for this. I also tried TZK's but I don't like it as much. The weapon bob is more noticable and doomguy still has to accelerate to full speed unlike with Nashmove.
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Re: [CODE] Less Slippery Doom Movement (Dec 2013 update)

Postby Nash » Sun Dec 08, 2013 1:06 pm

Tiny update in OP.
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