[ZScript] Global Footsteps Proof-of-Concept
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- DenisBelmondo
- Posts: 381
- Joined: Fri Jun 06, 2008 6:26 pm
- Location: Two-Key Return
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[ZScript] Global Footsteps Proof-of-Concept
One of my favorite light mods for ZDoom has to be The Zombie Killer's GDCC-ACS-based footsteps mod and its ability to provide the effect regardless of player class. I decided to implement something similar in ZScript as a learning experiment. It's far from the greatest code I've written and it doesn't have CVars, but it does the job. It's multiplayer-friendly and SR40/50 aware, meaning that the delay between footstep sounds are clamped. Like The Zombie Killer's implementation, this one runs from what is essentially a key/value thing in a language lump. However, it is not compatible with the definitions in The Zombie Killer's mod. This mod also features a type of "shuffling" that you can hear when walking down stairs of a certain elevation and at a certain speed, an effect that I quite enjoy personally.
Along the way, I had a working prototype that grabbed the LeftStepSound and RightStepSound from the flat's terrain definition, but if you were playing with a mod that had an existing terrain lump it would break compatibility. At some point in the future if I refactor this, I would also like to add CVars, a clause that decreases the delay if you're playing with a faster player class, and landing sounds.
If you include this in a mod, I hope you don't mind just mentioning me in the credits.
Download
Credits: Valve Software (wood plank sounds), Turtle Rock Studios (the rest of the sounds), The Zombie Killer (the idea even wrt to the implementation like speed-based sound volume)
Along the way, I had a working prototype that grabbed the LeftStepSound and RightStepSound from the flat's terrain definition, but if you were playing with a mod that had an existing terrain lump it would break compatibility. At some point in the future if I refactor this, I would also like to add CVars, a clause that decreases the delay if you're playing with a faster player class, and landing sounds.
If you include this in a mod, I hope you don't mind just mentioning me in the credits.
Download
Credits: Valve Software (wood plank sounds), Turtle Rock Studios (the rest of the sounds), The Zombie Killer (the idea even wrt to the implementation like speed-based sound volume)
-
- Posts: 2
- Joined: Thu Feb 27, 2025 2:33 pm
- Operating System Version (Optional): Windows 11
Re: [ZScript] Global Footsteps Proof-of-Concept
Hi, I'm trying to implement Zombiekiller's mod. Do you have any advice? I cant get it to work.
Re: [ZScript] Global Footsteps Proof-of-Concept
How do you mean "can't get it to work"? People will need a bit more than that to go on if they are to figure out the problem.
Is it crashing, not working properly, or not working at all?
What are you doing to try to get it to work? e.g. how are you loading it?
Any other mods that might be conflicting?
Anything else relevant?
Is it crashing, not working properly, or not working at all?
What are you doing to try to get it to work? e.g. how are you loading it?
Any other mods that might be conflicting?
Anything else relevant?
- ArchDoomer
- Posts: 66
- Joined: Mon Sep 26, 2022 5:12 am
- Contact:
Re: [ZScript] Global Footsteps Proof-of-Concept
I have a different problem. I was really happy to have found this little mod. However, it "swallows" all other sounds in the game. When I'm not moving, weapon sounds, ambient noises, etc. are completely normal. As soon as I walk/run, all the sounds are swallowed up and choppy. 
EDIT: I`m using a few other mods. Actually I play Complex Doom with some ambient sound mods...

EDIT: I`m using a few other mods. Actually I play Complex Doom with some ambient sound mods...
Re: [ZScript] Global Footsteps Proof-of-Concept
i have a similar problem,when playing with this mod it overwelms reload sounds unless i stop moving.
Re: [ZScript] Global Footsteps Proof-of-Concept
If anyone who has this problem wants to try something, and is comfortable with editing a ZScript file, it might be worth at least trying this edit.
Using a text editor, or SLADE, open the file StepEventHnadler.zc in the ZScripts folder inside the PK3 and search for CHAN_BODY (it's on line 69).
Try changing it to a different channel. I suggest changing it to CHAN_AUTO. ( See here: https://zdoom.org/wiki/A_PlaySound#Sound_slots )
CHAN_BODY is the default for many sounds and sound-playing commands. So, there is likely just a conflict. Using CHAN_AUTO means that sounds on that channel won't be played over, but it may also deconflict the sounds from the reloads. Maybe. You could try another channel of that doesn't work.
The ZScript code is quite old, and uses some deprecated commands, but there is no harm in trying the above anyway.
Using a text editor, or SLADE, open the file StepEventHnadler.zc in the ZScripts folder inside the PK3 and search for CHAN_BODY (it's on line 69).
Try changing it to a different channel. I suggest changing it to CHAN_AUTO. ( See here: https://zdoom.org/wiki/A_PlaySound#Sound_slots )
CHAN_BODY is the default for many sounds and sound-playing commands. So, there is likely just a conflict. Using CHAN_AUTO means that sounds on that channel won't be played over, but it may also deconflict the sounds from the reloads. Maybe. You could try another channel of that doesn't work.
The ZScript code is quite old, and uses some deprecated commands, but there is no harm in trying the above anyway.
- ArchDoomer
- Posts: 66
- Joined: Mon Sep 26, 2022 5:12 am
- Contact:
Re: [ZScript] Global Footsteps Proof-of-Concept
Sounds good and seems to work. I edited the file as suggested, and the steps and other sounds sound as they should. For editing, I recommend the Notepad++ Editor! Thank you very much! If the problem occurs again, I'll let you know...
Here is the edited file for those who have difficulty editing: DOWNLOAD
Best regards
Here is the edited file for those who have difficulty editing: DOWNLOAD
Best regards
Re: [ZScript] Global Footsteps Proof-of-Concept
awesome gonna try this soon.Enjay wrote: ↑Mon Apr 21, 2025 10:21 am If anyone who has this problem wants to try something, and is comfortable with editing a ZScript file, it might be worth at least trying this edit.
Using a text editor, or SLADE, open the file StepEventHnadler.zc in the ZScripts folder inside the PK3 and search for CHAN_BODY (it's on line 69).
Try changing it to a different channel. I suggest changing it to CHAN_AUTO. ( See here: https://zdoom.org/wiki/A_PlaySound#Sound_slots )
CHAN_BODY is the default for many sounds and sound-playing commands. So, there is likely just a conflict. Using CHAN_AUTO means that sounds on that channel won't be played over, but it may also deconflict the sounds from the reloads. Maybe. You could try another channel of that doesn't work.
The ZScript code is quite old, and uses some deprecated commands, but there is no harm in trying the above anyway.
Re: [ZScript] Global Footsteps Proof-of-Concept
There are certainly no guarantees, but let us know if it works.
- ArchDoomer
- Posts: 66
- Joined: Mon Sep 26, 2022 5:12 am
- Contact:
Re: [ZScript] Global Footsteps Proof-of-Concept
For me it works!Mr Gold wrote: ↑Mon Apr 21, 2025 1:35 pm Sounds good and seems to work. I edited the file as suggested, and the steps and other sounds sound as they should. For editing, I recommend the Notepad++ Editor! Thank you very much! If the problem occurs again, I'll let you know...
Here is the edited file for those who have difficulty editing: DOWNLOAD
Best regards
Re: [ZScript] Global Footsteps Proof-of-Concept
Sorry, I missed that you'd already done it. Thanks for confirming that it worked and for providing your fixed file.