ZMovement 3.2.1

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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ivory Duke » Tue Jun 09, 2020 9:06 am

Hi sorry for being out of touch for around a month.
Help with D4V

I have no personal interest in that mod but will try to do it once I have time if it is still needed
Project Brutality

I am in no way associated with that mod. Months ago I have been contacted by the team on how to make a on/off switch for it and have explained how to do it (I will not do it myself so do not ask me). If it hasn't been done yet it's because they have not applied my suggestion yet.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby mamaluigisbagel » Tue Jun 09, 2020 1:19 pm

I imagine you either know or have been told, but both Trailblazer and QC:DE have updated. I haven't tested Trailblazer to see if the patch still works, but will say when using QC:DE with the ZMovement patch, the new Champion is missing from the mod entirely.

Also want to point out at the top of page 11 of this topic, Ltmajordude made some patches, including D4V, so there shouldn't be a need for an "official" patch. The only thing different about it is you load it before D4V.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Enjay » Tue Jun 09, 2020 1:54 pm

I don't know if anyone is interested but CantSleep's mod "Nobody Told Me About Id" now takes account of floors with altered levels of friction (e.g. icy floors). Is that something that could be brought into ZMovement?
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby openroadracer » Tue Jun 09, 2020 2:12 pm

Quick question: Does anyone know if this mod works with that new Treasure Tech mod? Or does ZMovement cause issues?
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ltmajordude » Tue Jun 09, 2020 7:20 pm

Also want to point out at the top of page 11 of this topic, Ltmajordude made some patches, including D4V, so there shouldn't be a need for an "official" patch. The only thing different about it is you load it before D4V.


Yay, someone acknowledged me~

Looking back, the D4V patches and some other patches that require to load before the actual gameplay mod has problems of its own. Specifically the player sprite is invisible. It may not be a big deal but I think it's a side effect of something bigger.

Unfortunately, I've been skimming on the patches recently. Hell, a couple of them are for outdated versions of the mods. I've been busy and the idea of changing them again and also trying to fixed the mentioned mods is kinda tiring me out.

But thanks for checking out some of my patches. Maybe I'll get to work on some of them but until then I'm just gonna be a slug until something pops in my head about why some of the patches are making the players invisible.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ltmajordude » Tue Jun 09, 2020 8:02 pm

Well thanks mamaluigisbagel, now you got me in the mood to look into my code.

Turns out only D4V is the only outdated version that the zmovement needed updating.
And I think I just fixed that one.
Not only can you load the game first and then the zmovement but now the player sprite isn't invisible anymore.

You should check if anything's wrong or not. I'm not a good coder tbh, lol.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby mamaluigisbagel » Wed Jun 10, 2020 5:24 am

You should teach me how to fix that invisible sprite sometime, I always have that issue when I make my own patches xD I'm not a coder at all, but I try if I'm desperate enough
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ivory Duke » Wed Jun 10, 2020 11:12 am

Oh wow that is a lot of stuff in one day.

I promise I will update the QCDE and Trailblazer stuff by the end of next week, life is rather busy right now.

Quick question: Does anyone know if this mod works with that new Treasure Tech mod? Or does ZMovement cause issues?

Anything is possible when you put in enough hours of work.
I know nothing about Treasure Tech over that it exists and seems fun so I cannot comment on how hard it is to make a ZMovement patch.

RE: 3D floors with different friction

Maybe I will look into that, it's just that since I have 4-5 different friction functions going on adjusting all of them will not be something I can commit to seriously in the near future.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby openroadracer » Wed Jun 10, 2020 11:17 am

Ivory Duke wrote:
Quick question: Does anyone know if this mod works with that new Treasure Tech mod? Or does ZMovement cause issues?

Anything is possible when you put in enough hours of work.
I know nothing about Treasure Tech over that it exists and seems fun so I cannot comment on how hard it is to make a ZMovement patch.
I'll take that as a "Not currently, maybe in the future," then.

But seriously, give Treasure Tech a shot. It's actually one of the most fun mods I've played. Certainly gives a sense of steady progression, if you're playing it with a longer mapset.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby JasperDC » Sat Jun 13, 2020 11:53 am

So I played around with this mod for a bit. But when I just play vanilla Doom again without any mods, there still seem to be some changes active to the movement, like excessive weapon bobbing and other weird camera jitter. Is there a way to reset everything to the default values? I used the key bind in the mod menu to switch to the default settings, but when I switch to vanilla Doom without Zmovement, the movement is still messed up. Is this normal that this mod makes changes to the movement even if you don't load the mod at all? Sorry if this is a dumb question.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ivory Duke » Sun Jun 21, 2020 3:23 pm

Updated QCDE and Trailblazer patches.

RE: will you make a Treasure Tech patch?
No I won't. I will not make another patch and if I do I will not release it publicly cause I don't want to add yet another thing people expect me to maintain.

RE: messeup up Vanilla stuff.
It is impossible that whatever issues you are encountering when ZMovement is not in the load order are its faults.
If it is not loaded it cannot do anything, the movement code is unique and has nothing to do with the vanilla one.
ZMovement does not save any data that is loaded by GZDoom even when it is not being used (except save files which of course will not work if you load them without ZMovement)
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Pyhrrous » Tue Jul 14, 2020 6:20 pm

Hey, gotta say, this is probably one of my top-pick mods for now, especially since I can set it up to more closely emulate some of my favorite games' movement styles.

Although, I gotta ask: would it be possible to have a Team Fortress 2-style double jump with this mod, where the second jump in mid-air can accept movement keys to change directions on a dime?

And, I think I might have found a bug where setting Unreal Tournament's movement style at the top also causes the double jump to always be Unreal Tournament's version, even though it might be set to Doom 4 double jump.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Ivory Duke » Thu Aug 20, 2020 9:40 am

Sorry for late reply, life has been very different since pandemic started.
To answer your questions:
- TF2 double jump: yes totally possible, I am not gonna do it but it requires combining the wall jump logic into the double jump. Which means: getting the player inputs and apply a velocity vector onto player in the direction the inputs are pointing (horizontal to a non sloped ground) on top of the jump force:
- UT style double jump always on when UT movement is selected: intentional, mentioned it somewhere in the post or in the changelog.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby maxiez » Wed Sep 02, 2020 8:52 am

Hey, I've been playing around with this mod, and having a great time

I'm wondering tho, is there a way to separate the wall jump button from the dash? maybe put on the jump button?
I feel like it would feel way more smooth

anyway, thanks for this amazing mod.
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Postby Atticuszed » Mon Oct 19, 2020 8:37 pm

I don't know why, but FinalDoomer of all things overrides most if not all of zMovement's movement options. I don't suppose there's a patch for this one...? IO couldn't find it.
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