ZMovement 3.2.1: Final update (unless serious bugs)

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Re: ZMovement 3.0 (Grappling Hook)

Postby Ivory Duke » Sun Nov 24, 2019 1:41 pm

mamaluigisbagel wrote:gotcha. One thing that's confused me is some mods I've made patches for, the player sprite disappears/becomes nothing, and I can't figure out why. I did notice it seems if the mod does have a custom player sprite, it still shows up though.

EDIT: I think I actually found the problem. If I'm correct, it's because I was trying to convert Decorate files into ZScript, instead of keeping them in decorate.


If you haven't done it make sure to edit line 3542 and 3543:
Code: Select allExpand view
case Bob_Normal:
r.Y += zm_maxgroundspeed * RangeY;
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Re: ZMovement 3.0 (Grappling Hook)

Postby mamaluigisbagel » Sun Nov 24, 2019 4:41 pm

yep, I made sure to do that when I saw it, though I don't remember the sprites being so low on screen for the UT Style. Not a big issue though.

I tried to make a patch for an older version of D4T (I missed the deleted weapons) and everything works fine, but again despite setting it up right, bobbing refuses to work. I'm guessing this is because D4T has its own specific bobbing, though.
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Re: ZMovement 3.0 (Grappling Hook)

Postby Ivory Duke » Sun Nov 24, 2019 6:05 pm

I just checked.
D4T's weapons use Alpha bob animation so you have to:
Code: Select allExpand view
case Bob_Alpha:
   XBob = 1.5 * BobXMulti * cos(BobAngle);   
   YBob = BobYMulti * sin(2.f * BobAngle);
   break;
   
[...]

case Bob_Alpha:
   r.Y += zm_maxgroundspeed * RangeY;
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Re: ZMovement 3.0 (Grappling Hook)

Postby mamaluigisbagel » Sun Nov 24, 2019 7:01 pm

ok, I had a feeling it was something like that. Sorry if I'm asking too many questions btw, I'm a complete newbie to coding like this, but I still wanted to learn it so I can make patches like this
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Ivory Duke » Wed Nov 27, 2019 8:54 am

3.1
So Long, and Thanks for All the Fish
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby thedeathrunner123 » Fri Dec 06, 2019 1:26 am

when do you plan on making the grapple, ledge grab, and slide into separate addons if you don't mind me asking?
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Ivory Duke » Fri Dec 06, 2019 4:22 am

thedeathrunner123 wrote:when do you plan on making the grapple, ledge grab, and slide into separate addons if you don't mind me asking?

Surely not by the end of the year, too busy.
Probably by the end of January.
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby thedeathrunner123 » Fri Dec 06, 2019 5:29 pm

ok just checking. Thanks!
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby DmDarkshade » Fri Jan 24, 2020 11:34 pm

needing help getting this working with Pandemonia it recognizes the menu but doesn't work passed that.
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Ivory Duke » Sat Jan 25, 2020 5:05 pm

Provide link to the mod and I'll look into it in the next days.
Be warned I am extremely busy these days so do not expect a patch before 2 days from now
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Agitatio » Sun Jan 26, 2020 9:03 am

Wish I could get my hands on new bobbing only, without all the movement stuff. Fantastic work anyway!
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Ivory Duke » Sun Jan 26, 2020 1:17 pm

All of view bobbing is in CalcHeight()
All of weapon bobbing is in BobWeaponAuxiliary() and BobWeapon()
Make sure to copy both the virtuals and the necessary values listed near the top of the file.

If you need help you can ask me here
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby DmDarkshade » Thu Jan 30, 2020 11:55 pm

Ivory Duke wrote:Provide link to the mod and I'll look into it in the next days.
Be warned I am extremely busy these days so do not expect a patch before 2 days from now



That's fine those no rush im college at the moment so im pretty slammed my self but here you go look forward to hearing back from you

viewtopic.php?f=43&t=60984
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby scrapmetalhead » Sun Feb 02, 2020 3:45 pm

I'm just a bit confused on the bobbing coding. Can I find the lines under the GZDooom pk3? Or is this located in the zmovement pk3? Love the mod BTW it's been a real game changer on just playing doom with modern controls and physics. Absolutely love it!
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Postby Ivory Duke » Mon Feb 03, 2020 1:12 pm

scrapmetalhead wrote:I'm just a bit confused on the bobbing coding. Can I find the lines under the GZDooom pk3? Or is this located in the zmovement pk3? Love the mod BTW it's been a real game changer on just playing doom with modern controls and physics. Absolutely love it!


All the code (except the menu) is in Zmovement.pk3/ZScript/ZMovePlayer.ZMV
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