[Release] Parkour -- v1.1

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Re: [Release] Parkour -- v1.0

Postby Ryan Cordell » Fri Jun 13, 2014 5:35 pm

Stupid crazy bump, yes. But just an informative post to say that if anyone is trying to play Parkour in zdoom versions dated later than May 20th 2014, you won't be able to use some weapons properly.
Said zdoom version 'fixed' how A_GunFlash interacted with the select state, so the first call of it is basically null and void for all intents and purposes, making any dual weapons (chaingun included) cease to work. To fix this, go through the decorate and find any weapon that calls A_GunFlash in its select state, and whether that state terminates with a Wait or Goto Select+1 or whatever, replace that with a loop. At that point it oughta work.
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Re: [Release] Parkour -- v1.0

Postby Crudux Cruo » Sat Jun 14, 2014 7:49 pm

I'm still waiting for V2.0 faithfully :P
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Re: [Release] Parkour -- v1.0

Postby PlayerLin » Sat Jun 14, 2014 9:37 pm

Ryan Cordell wrote:Stupid crazy bump, yes. But just an informative post to say that if anyone is trying to play Parkour in zdoom versions dated later than May 20th 2014, you won't be able to use some weapons properly.
Said zdoom version 'fixed' how A_GunFlash interacted with the select state, so the first call of it is basically null and void for all intents and purposes, making any dual weapons (chaingun included) cease to work. To fix this, go through the decorate and find any weapon that calls A_GunFlash in its select state, and whether that state terminates with a Wait or Goto Select+1 or whatever, replace that with a loop. At that point it oughta work.


Yes, I noticed this problem too some days ago with recent dev. build of G/ZDooM versions, some weapons never worked/appeared at all unless I killed myself and then resurrect myself and those "broken" weapons will come out and become usable, but only works on that time, if I switch and then I have kill myself again. :(

I just hope Xaser will fix them and update the mod again. :p
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Re: [Release] Parkour -- v1.0

Postby Crudux Cruo » Tue Mar 08, 2016 5:54 pm

Just an update, the issues seem to have been fixed with the current release of gzdoom, still playtesting. i know its a huge bump but i just wanted to clear that up
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Re: [Release] Parkour -- v1.0

Postby TheAdmantArchvile » Tue Mar 08, 2016 11:27 pm

Want a fun little experiment? Try running this with Hacx. It'll still work, but oh my god, the poor sprites.
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Re: [Release] Parkour -- v1.0

Postby amv2k9 » Wed Mar 09, 2016 7:23 pm

TheAdmantArchvile wrote:Want a fun little experiment? Try running this with Hacx. It'll still work, but oh my god, the poor sprites.
Reminds me of doing this:
Image
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Re: [Release] Parkour -- v1.0

Postby jeans477 » Wed Mar 09, 2016 8:13 pm

This kind of works with Chex Quest as well, the "dual spoons" work well and their animation is smooth.
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Re: [Release] Parkour -- v1.0

Postby 4thcharacter » Fri Mar 11, 2016 9:43 am

I only watched the preview video and I'm already sold. This could have easily won the low filesize contest if this was released during that time.
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Re: [Release] Parkour -- v1.0

Postby NeuralStunner » Fri Mar 11, 2016 11:03 am

It was made for the mutator contest long ago. As I recall it placed rather high.
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Re: [Release] Parkour -- v1.0

Postby Trusty McLegit » Sat Mar 19, 2016 3:36 pm

Is there any chance of getting a .pk3 with just the walljumping feature?
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Re: [Release] Parkour -- v1.0

Postby Princess Viscra Maelstrom » Sat Mar 19, 2016 3:38 pm

NeuralStunner wrote:It was made for the mutator contest long ago. As I recall it placed rather high.

what was it that won now again? i think it was some kind of weapons mod?
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Re: [Release] Parkour -- v1.0

Postby Oberron » Sat Mar 19, 2016 4:53 pm

Can I modify this?
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Re: [Release] Parkour -- v1.0

Postby Xaser » Sun Mar 20, 2016 10:31 am

@Crudux Cruo: Oh huh, no wonder I was confused -- the short version is I submitted an update of the mod to /idgames to fix the dual wielding issues a while back... aaand promptly forgot to post about it in this thread. Welp. :P

Shorter version: If the mod's wonky, redownload it. I should probably also change the thread title to suit.
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Re: [Release] Parkour -- v1.1

Postby jebus556 » Tue May 31, 2016 10:34 pm

Can you make a version with just the double jumping and wall jumping?
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Re: [Release] Parkour -- v1.1

Postby DonnieDark » Mon Nov 21, 2016 8:46 am

I would also like to see a separate version with just the jumping awesomeness!
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