[ZScript] Quake-style movement - v2.0.2

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Re: [ZScript] Quake-style movement

Postby DabbingSquidward » Mon Apr 22, 2019 11:24 pm

dodopod wrote:Bugfix release. v2.0 accidentally used a few ZScript functions that only exist in GZDoom v3.8. This release removes those references. See the first post for downloads.


v3.8? You mean the 4.0.0 pre release?
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Re: [ZScript] Quake-style movement

Postby SuperAble » Tue Apr 23, 2019 12:30 pm

Basically copied all of the files from the one that is made for Doom1/Doom2 to my PK3 mod, and changed "PhobosPlayer" into "TestPlay" from the zscript.zc, yet it failed.
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Re: [ZScript] Quake-style movement

Postby Mini--Joe » Thu May 16, 2019 10:26 pm

How do I get the air-control that is defined in Mapinfo in my mod to work with this?
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Re: [ZScript] Quake-style movement

Postby DabbingSquidward » Sat Jun 08, 2019 5:34 am

@dodopod

Are you sure that normforward- & sidemove are the same?
You just changed the latter from 0x18 (24) to 0x14 (20), Siderun and forwardwalk-/run still default to 0x28 (46), 0x19 (25) & 0x32 (50) respectively.
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Re: [ZScript] Quake-style movement

Postby dodopod » Sat Jun 08, 2019 11:49 am

They aren't. I only made sure that the walk value is half of the run value (0x28 is 40, not 46).
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Re: [ZScript] Quake-style movement

Postby DabbingSquidward » Sat Jun 08, 2019 12:17 pm

Oh right, my bad :P
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Re: [ZScript] Quake-style movement - v2.0.2

Postby dodopod » Tue Jun 18, 2019 5:40 pm

I've just released v2.0.2, which makes the GZDoom v3.8 branch (which really works with v4.x, as well) the main release, and fixes a bug when swimming.

See the release notes here.
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