ZMovement 3.2.1

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Ivory Duke
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Re: ZMovement 3.0 (Grappling Hook)

Post by Ivory Duke »

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 all

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

Post by mamaluigisbagel »

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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Ivory Duke
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Re: ZMovement 3.0 (Grappling Hook)

Post by Ivory Duke »

I just checked.
D4T's weapons use Alpha bob animation so you have to:

Code: Select all

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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mamaluigisbagel
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Re: ZMovement 3.0 (Grappling Hook)

Post by mamaluigisbagel »

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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Ivory Duke
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by Ivory Duke »

3.1
So Long, and Thanks for All the Fish
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thedeathrunner123
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by thedeathrunner123 »

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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Ivory Duke
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by Ivory Duke »

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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thedeathrunner123
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by thedeathrunner123 »

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

Post by DmDarkshade »

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

Post by Ivory Duke »

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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Agitatio
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by Agitatio »

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

Post by Ivory Duke »

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
DmDarkshade
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by DmDarkshade »

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
scrapmetalhead
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by scrapmetalhead »

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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Ivory Duke
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Re: ZMovement 3.1 (Final optimization and bug fixing)

Post by Ivory Duke »

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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