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Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Wed Sep 19, 2018 12:50 pm
by Enjay
Sorry for the bumpage but I was just playing around with this on a map that uses low-friction and I found that it has an interesting side effect. Icy areas that were meant to be very slippery actually became less slippery than regular floors.

I've attached a map for easy comparison. Load the attached into GZDoom without nashmove and see how slippery the central area with the SHAWN2 floor is then try again with nashmove loaded.


I also tested it with "sludgy" friction floors and it seemed to make things a bit more sludgy. It certainly didn't make them any less so anyway.

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Wed Oct 10, 2018 12:18 pm
by ramon.dexter
Enjay wrote:Sorry for the bumpage but I was just playing around with this on a map that uses low-friction and I found that it has an interesting side effect. Icy areas that were meant to be very slippery actually became less slippery than regular floors.

I've attached a map for easy comparison. Load the attached into GZDoom without nashmove and see how slippery the central area with the SHAWN2 floor is then try again with nashmove loaded.


I also tested it with "sludgy" friction floors and it seemed to make things a bit more sludgy. It certainly didn't make them any less so anyway.


Yup, the same happens in Hexen map seven portals - the icy parts are less slippery than normal surface with this mod.

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Fri Nov 13, 2020 12:18 pm
by Yeetee
Found this doesn't work with immerse. :cry:
(https://github.com/JRHard771/Immerse/releases)
EDIT: what happens is that you still move with strafe lean held

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Fri Feb 11, 2022 5:33 am
by Doomza
This is easily one of my favorite mods because I have no fond memories of doom guy ice-skating through levels, and never felt quite "right" to me. However I've started to encounter issues with total conversions where new and special types of movement is required. Are there any hints or tips how to correct this via SLADE or something?

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Fri Feb 11, 2022 6:28 pm
by Rowsol
What are you on about? If a new type of movement is required it will be included in said mod. In that case just don't load this.

Re: Less Slippery Doom Movement (May 2018 ZScript rewrite)

PostPosted: Sat Feb 12, 2022 12:18 am
by Nash
Yeah, this code resource* is not meant to be stacked with other mods that also alter movement.

* I am considering pushing a final update to this that changes its status from "let's throw this into my load order" into "resource for custom TC/standalone authors". The more I think abuot it, it never was meant to be a plug-and-play thing. Some assembly will be needed.