[ZScript] Quake-style movement - v2.0.2

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sdk2k9
Posts: 80
Joined: Thu Mar 22, 2012 4:41 pm

Re: [ZScript] Quake-style movement - v2.0.2

Post by sdk2k9 »

Ryan Cordell wrote:There's also a rather bizarre bug involving saving/loading with this. I used BTSX E1 Map02 for this test, but any should do.

When you load in, have jumping and crouching enabled once you're in a map. Maybe move around a bit. Then save, exit out of (G)ZDoom entirely, and then bring it again and load the save game. Jumping and landing will then make the player into what is effectively a Diglet and the only way to fix it in-game is to have the sprite come back down into its normal position and then crouching.

Despite it it's still a rather satisfying mod to use!
I know you posted this a year ago but I have some good news. I've looked into the PK3 file in Slade and I've narrowed the source of the bug to the Land_kick_handler ZScript.
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abelar
Posts: 9
Joined: Wed Feb 16, 2022 3:08 pm

Re: [ZScript] Quake-style movement - v2.0.2

Post by abelar »

sdk2k9 wrote: I know you posted this a year ago but I have some good news. I've looked into the PK3 file in Slade and I've narrowed the source of the bug to the Land_kick_handler ZScript.
Hello. Can you please what exactly I need to fix so it will work properly? Also I found anoter bug, where player camera rolls up if you getting shot after reloading savegame. I am no programmer myself or rather know the specifics of GZdoom engine so I can't see whats wrong with this.
I've tried to search for a mod altering movements like this, but can't find anything (didn't like "nash movement" or whatever its called neither). This should be the default of GZDoom, because defaults now are just crap and cannot be simply fixed by lowering speed in the menu.
If the original author is not involved anymore, can please, someone make a fork of it? And yes I've tried Zmovement and it doesn't work with some WADs, this on the other hand works perfect.
Blob
Posts: 3
Joined: Sat Jul 30, 2022 4:30 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [ZScript] Quake-style movement - v2.0.2

Post by Blob »

abelar wrote: Wed Feb 16, 2022 3:22 pm Hello. Can you please what exactly I need to fix so it will work properly? Also I found anoter bug, where player camera rolls up if you getting shot after reloading savegame. I am no programmer myself or rather know the specifics of GZdoom engine so I can't see whats wrong with this.
I've tried to search for a mod altering movements like this, but can't find anything (didn't like "nash movement" or whatever its called neither). This should be the default of GZDoom, because defaults now are just crap and cannot be simply fixed by lowering speed in the menu.
If the original author is not involved anymore, can please, someone make a fork of it? And yes I've tried Zmovement and it doesn't work with some WADs, this on the other hand works perfect.
So I'm very new to this but I opened the pk3 and commented out the damage kick handler and land kick handler scripts (in the script folder), then in map info I removed their names from the add event handlers and it seems to get rid of both bugs where when you reload you drop into the ground and when you get hit the camera goes full drunk. ( you can prob just delete those 2 kick handler scripts, I m just being careful with changes) Prob best to do this on a copy of the pk3.

However, I do not know how to integrate the pk3 into my current project. Does anyone know a way to do that? Really liking the weapon sway style and double jumps!

edit: figured out how to get the quake move into the wad ( by dumping the separate scripts I wanted to use into the zscript file following the order in quakemove.zs followed by the quakeplayer code ).
yum13241
Posts: 778
Joined: Mon May 10, 2021 8:08 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): EndeavorOS (basically Arch)
Graphics Processor: Intel with Vulkan/Metal Support

Re: [ZScript] Quake-style movement - v2.0.2

Post by yum13241 »

This is probably a necro, but what code do I change so that the whole jump button keeps your last pressed direction mechanic revert to GZDoom's purely vertical jump button when strafe jumping is off?
Thetacodoomer4
Posts: 2
Joined: Wed Nov 22, 2023 5:04 pm
Preferred Pronouns: No Preference

Re: [ZScript] Quake-style movement - v2.0.2

Post by Thetacodoomer4 »

Hello! This mod is useful! Is there a way to remove the weapon bobbing my weapons keep floating to the bottom of the screen and i need to prevent that for my mod. Also is there a way to make movement just a bit more slippery? Not by a lot but just so you glide a slight bit more?
Thetacodoomer4
Posts: 2
Joined: Wed Nov 22, 2023 5:04 pm
Preferred Pronouns: No Preference

Re: [ZScript] Quake-style movement - v2.0.2

Post by Thetacodoomer4 »

I have been encountering a annoying error with this mod. When running my weapon will sometimes slowly hover to the bottom of the screen.

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