[Resource] ACS Footstep

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[Resource] ACS Footstep

Postby Ryan Cordell » Tue Feb 22, 2011 7:37 am

Well, I thought about it. I might as well post this here. Hopefully the usage of the horrible decorate method may stop. :P

There IS another part to this, which is the terrain lump, but I believe those are just for splashes and/or hitting the ground hard.

Credit goes to SolarSnowfall for the base, HotWax for optimization on the script, Isle for further optimization, Kate for even further optimization
Script may have problems with teleportation, keep that in mind.

EDIT: Actually, it seems using the Spoiler and Code tags together nullifies the entire post..

Actual contribution is down below:
Last edited by Ryan Cordell on Tue Feb 22, 2011 7:44 am, edited 5 times in total.
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Re: [Resource] ACS Footstep

Postby Ryan Cordell » Tue Feb 22, 2011 7:38 am

=================
ACS Footstep Addon
=================

#Note, the first index in the second dimension of the footstep array is always the footstep sound. It is not hardcoded, you can point it to any defined sound that you wish.

Spoiler: "Spoilered for gigantic-ness"


or

ZDoom Pastebin link to ACS Footstep addon
Last edited by Ryan Cordell on Sat Sep 03, 2011 7:31 am, edited 2 times in total.
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Re: [Resource] ACS Footstep

Postby Ral22 » Fri Apr 01, 2011 5:09 pm

Have you tried this out? I'm very interested. I'd be willing to test this, as my player decorate is pretty large.

I do have some questions though. Does it take into account jumping and falling? Could I do this for my own wad pretty easily?
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Re: [Resource] ACS Footstep

Postby Ryan Cordell » Fri Apr 01, 2011 5:15 pm

Yes I have already tried this out. I pretty much took this out from a mod named Genesis Saga, still in progress after all these years.
And I do believe it does it take jumping and falling into account. It won't play footstep sounds unless you're on the ground.
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Re: [Resource] ACS Footstep

Postby Ral22 » Sun Apr 17, 2011 6:45 am

The final question I have is this, does it support 3-d floors? If it does, I love you.
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Re: [Resource] ACS Footstep

Postby Ryan Cordell » Mon Apr 18, 2011 3:48 am

I have no bloody clue if this supports 3D floors. This wasn't built with them in mind. Only one way to try it out.
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Re: [Resource] ACS Footstep

Postby Ral22 » Tue Apr 19, 2011 12:43 pm

I guess so. Do you have a Wad for this, or do I need to compile it myself?
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Re: [Resource] ACS Footstep

Postby Nash » Sun May 15, 2011 2:46 am

Ran into a limitation with this. While footstep triggering works on 3-d floors just fine, the actual SOUND that's selected is the problem: it will trigger the footstep sound of the REAL sector's floor texture, not the 3-d floor's floor texture.

So if you have a 3-d bridge made out of wood, but the the ground underneath the bridge is made of rock, when you walk on the bridge, the rock footstep will be triggered, not the wood.

I guess it's a CheckActorFloorTexture limitation.

A workaround to this limitation, if using the above bridge example:

1) Set the real sector's floor texture that's under the bridge to wood
2) Move the real sector's height down by about 1 map pixel
3) Setup another solid 3-d sector in the same sector, this time with a rock texture

The idea here is that, you want CheckActorFloorTexture to check against wood, which is already done on the real sector. However this looks ugly, because you are suddenly seeing a block of wood on the ground. So to get around this, you move the sector down, then mask off the truth with a solid 3-d floor with a rock texture.

Very tedious, but it's the only way.
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Re: [Resource] ACS Footstep

Postby Ral22 » Sun May 15, 2011 1:29 pm

What if you had to walk under the bridge, but on the bridge too? It defeats the footstep sounds. Well, looks like it's back to TERRAIN work for me.
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Re: [Resource] ACS Footstep

Postby NeuralStunner » Sun May 15, 2011 1:36 pm

Ral22 wrote:What if you had to walk under the bridge, but on the bridge too? It defeats the footstep sounds.
Right... You'd basically only achieve a reversal of the problem. Unless your rock floor is inaccessible, but that doesn't seem very likely to do in any sort of believable manner... :(
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Re: [Resource] ACS Footstep

Postby Nash » Sun May 15, 2011 10:58 pm

I guess I'll request CheckActorFloorTexture to properly account for 3-d floors. Now that ZDoom supports 3-d floors, it's "not just GZDoom" anymore...

Also ran into a problem with CheckActorCeilingZ while coding a sun glare thing for my mod... same issue, the function is returning the ceiling Z coordinate eventhough collision is happening under a 3-d floor...
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Re: [Resource] ACS Footstep

Postby NeuralStunner » Sun May 15, 2011 11:22 pm

Maybe Gez can help. He added a tweak for Heretic's RainPillar to work nicely with 3D floors...
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Re: [Resource] ACS Footstep

Postby Ral22 » Sun May 15, 2011 11:51 pm

Nash wrote:I guess I'll request CheckActorFloorTexture to properly account for 3-d floors. Now that ZDoom supports 3-d floors, it's "not just GZDoom" anymore...


ZDoom can support 3-d Floors now!? In the latest build, right!? I am so getting it!
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Re: [Resource] ACS Footstep

Postby Xtyfe » Thu Jan 12, 2012 2:27 am

don't mean to necropost, but can this be changed to work on all floor textures and just with a single sound?
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Re: [Resource] ACS Footstep

Postby Ryan Cordell » Thu Jan 12, 2012 7:41 am

Yes - you can just use one sound at the first index. That's the only thing you'd have to change.
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