[Code] Zombie's Resources

Post your example zscripts/ACS scripts/etc here.

Re: [Code] Zombie's Resources

Postby Skrell » Sat May 02, 2015 11:03 am

cool thanks again Zombie! Have you given any more consideration to adding footsteps back to the enemies? :)
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Re: [Code] Zombie's Resources

Postby The Zombie Killer » Sat May 02, 2015 1:18 pm

I'm considering it. Still trying to think of the best way to do it.
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Re: [Code] Zombie's Resources

Postby Big C » Sat May 02, 2015 4:42 pm

The Zombie Killer wrote:I'm considering it. Still trying to think of the best way to do it.


Would you make the enemy footsteps optional or a separate module? My preferred DooM mod uses a TON of custom actors, so while the player-footsteps mod works fine I'm not sure how well enemy footsteps would work.
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Re: [Code] Zombie's Resources

Postby The Zombie Killer » Sat May 02, 2015 8:34 pm

That's precisely the reason that I'm trying to think of a decent method.
Something like monster footsteps would most likely end up being a separate resource.
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Re: [Code] Zombie's Resources

Postby Skrell » Sat Jun 06, 2015 5:07 pm

Sooooo i just tried the latest Brutalv20 with his footsteps mod and i HAVE to say yours is WAYYY better!! His doesn't take into account speed at all which is quite annoying. Please keep working on this great mod and please add enemy footsteps when you think of a good way to implement it ;)
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Re: [Code] Zombie's Resources

Postby The Zombie Killer » Sat Jun 06, 2015 8:11 pm

I'll definitely get around to it eventually, just been working on some other stuff as of late
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The quest for the flashlight.

Postby BlueDragoon97 » Sat Oct 24, 2015 8:57 am

Wasn't there another beam flashlight mod done by someone named SlyDoyle? If so, what (if any) differences does that project have in regards to this one?
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Re: The quest for the flashlight.

Postby The Zombie Killer » Sun Nov 08, 2015 6:42 pm

BlueDragoon97 wrote:Wasn't there another beam flashlight mod done by someone named SlyDoyle? If so, what (if any) differences does that project have in regards to this one?

As far as I know, that flashlight was based on an older version of this one, and was configured to have different default colours and range (at least that's what I remember from when I last had it)
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Re: [Code] Zombie's Resources

Postby Legend » Mon Dec 07, 2015 10:48 pm

any idea why the footstep mod won't work with the psx doom tc? It works fine on it's own, but won't seem to work with the psx doom tc mod. I loaded it after everything else.
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Re: [Code] Zombie's Resources

Postby Vostyok » Tue Dec 15, 2015 8:24 am

Zombie, I would like to add this lovely patch for footsteps into my mod. I'll of course add you to the credits list :)

I might be making some custom footstep sounds, but i discovered where some of the compatibilty issues might have come from for other mods when my motorcycle started making furious sprinting noises (now I have an image of some sort of foot-powered Flintstones type machine in my head that cannot be UNSEEN)

Code: Select allExpand view
$playeralias     Scavenger   male   *stepdefault   step/default


I added lines like this to the sndinfo definitions in my mod, so it can be customised for individual playerclasses. Anyway, amazing work! Thank you!
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Re: [Code] Zombie's Resources

Postby The Zombie Killer » Fri Dec 25, 2015 4:17 am

Legend wrote:any idea why the footstep mod won't work with the psx doom tc? It works fine on it's own, but won't seem to work with the psx doom tc mod. I loaded it after everything else.

Script conflicts, probably. I haven't looked at PSX Doom TC's sources, so I don't know what the proper fix would be.

Vostyok wrote:Anyway, amazing work! Thank you!

No problem! Glad it helped you out!
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Re: [Code] Zombie's Resources

Postby Rowsol » Wed Jul 20, 2016 7:46 am

The footsteps link is dead.
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Re: [Code] Zombie's Resources

Postby The Zombie Killer » Wed Oct 11, 2017 3:32 am

Blame Dropbox for being garbage, they killed all of my public links years ago when some of them supposedly generated too much traffic.
I've reuploaded the pk3s to GitHub, head on over to the repository and check the "releases" section.
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Re: [Code] Zombie's Resources

Postby Kinsie » Mon Nov 06, 2017 2:00 am

Here's a thing Zombie wrote as a proof-of-concept for somebody on Discord that he was too lazy to post publicly himself. He was cool with it being posted, though, so...

This ZScript event handler hides the "M_DOOM" graphic on the main menu if you're on the Titlemap, without any MENUDEF edits necessary.

Spoiler:
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Re: [Code] Zombie's Resources

Postby m8f » Sat Jan 27, 2018 1:24 am

Hi! First, thanks for great work! Footsteps really add atmosphere to the game.

Second, I made a little Back To Saturn X E1-E2 compatibility patch.
It contains no new sounds, only sets existing sounds for corresponding BTSX flats.
It must be loaded after footsteps.pk3. Will not work without footsteps.pk3 and using it makes no sense without BTSX itself.
I hope I didn't miss something, especially liquids.
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