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Re: [Release] Parkour -- v1.0

PostPosted: Fri Jun 13, 2014 5:35 pm
by Ryan Cordell
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.

Re: [Release] Parkour -- v1.0

PostPosted: Sat Jun 14, 2014 7:49 pm
by Crudux Cruo
I'm still waiting for V2.0 faithfully :P

Re: [Release] Parkour -- v1.0

PostPosted: Sat Jun 14, 2014 9:37 pm
by PlayerLin
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

Re: [Release] Parkour -- v1.0

PostPosted: Tue Mar 08, 2016 5:54 pm
by Crudux Cruo
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

Re: [Release] Parkour -- v1.0

PostPosted: Tue Mar 08, 2016 11:27 pm
by TheAdmantArchvile
Want a fun little experiment? Try running this with Hacx. It'll still work, but oh my god, the poor sprites.

Re: [Release] Parkour -- v1.0

PostPosted: Wed Mar 09, 2016 7:23 pm
by amv2k9
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

Re: [Release] Parkour -- v1.0

PostPosted: Wed Mar 09, 2016 8:13 pm
by jeans477
This kind of works with Chex Quest as well, the "dual spoons" work well and their animation is smooth.

Re: [Release] Parkour -- v1.0

PostPosted: Fri Mar 11, 2016 9:43 am
by 4thcharacter
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.

Re: [Release] Parkour -- v1.0

PostPosted: Fri Mar 11, 2016 11:03 am
by NeuralStunner
It was made for the mutator contest long ago. As I recall it placed rather high.

Re: [Release] Parkour -- v1.0

PostPosted: Sat Mar 19, 2016 3:36 pm
by Trusty McLegit
Is there any chance of getting a .pk3 with just the walljumping feature?

Re: [Release] Parkour -- v1.0

PostPosted: Sat Mar 19, 2016 3:38 pm
by Princess Viscra Maelstrom
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?

Re: [Release] Parkour -- v1.0

PostPosted: Sat Mar 19, 2016 4:53 pm
by Oberron
Can I modify this?

Re: [Release] Parkour -- v1.0

PostPosted: Sun Mar 20, 2016 10:31 am
by Xaser
@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.

Re: [Release] Parkour -- v1.1

PostPosted: Tue May 31, 2016 10:34 pm
by jebus556
Can you make a version with just the double jumping and wall jumping?

Re: [Release] Parkour -- v1.1

PostPosted: Mon Nov 21, 2016 8:46 am
by DonnieDark
I would also like to see a separate version with just the jumping awesomeness!