[ZScript] Quake-style movement - v2.0.2

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Re: [ZScript] Quake-style movement - v2.0.2

Postby sdk2k9 » Thu May 20, 2021 5:18 pm

Ryan Cordell wrote:There's also a rather bizarre bug involving saving/loading with this. I used BTSX E1 Map02 for this test, but any should do.

When you load in, have jumping and crouching enabled once you're in a map. Maybe move around a bit. Then save, exit out of (G)ZDoom entirely, and then bring it again and load the save game. Jumping and landing will then make the player into what is effectively a Diglet and the only way to fix it in-game is to have the sprite come back down into its normal position and then crouching.

Despite it it's still a rather satisfying mod to use!


I know you posted this a year ago but I have some good news. I've looked into the PK3 file in Slade and I've narrowed the source of the bug to the Land_kick_handler ZScript.
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sdk2k9
 
Joined: 22 Mar 2012

Re: [ZScript] Quake-style movement - v2.0.2

Postby abelar » Wed Feb 16, 2022 3:22 pm

sdk2k9 wrote:I know you posted this a year ago but I have some good news. I've looked into the PK3 file in Slade and I've narrowed the source of the bug to the Land_kick_handler ZScript.

Hello. Can you please what exactly I need to fix so it will work properly? Also I found anoter bug, where player camera rolls up if you getting shot after reloading savegame. I am no programmer myself or rather know the specifics of GZdoom engine so I can't see whats wrong with this.
I've tried to search for a mod altering movements like this, but can't find anything (didn't like "nash movement" or whatever its called neither). This should be the default of GZDoom, because defaults now are just crap and cannot be simply fixed by lowering speed in the menu.
If the original author is not involved anymore, can please, someone make a fork of it? And yes I've tried Zmovement and it doesn't work with some WADs, this on the other hand works perfect.
abelar
 
Joined: 16 Feb 2022

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