ZDoomFu Redux (Or: I lost the source code :( )

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anonone
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ZDoomFu Redux (Or: I lost the source code :( )

Post by anonone »

UPDATE!
Nov. 22

Get the latest version here:
http://forum.zdoom.org/potato.php?p=188122#188122

-------------

Hey, if anybody remembers me or the crazy kung fu mod I wrote a while back, I started a rewrite. In a bizarre and unfortunate series of events I somehow managed to lose the source code to the previous rendition -- however, since Randy went and brought ZDoom up to 0.98, I figured I might as well just start over. So:

http://ryorinin.betterwebber.com/zdoomFu3.98-051115.zip

I haven't written crouching or the special abilities back in yet, but the melee stuff is in there with some basic changes in dynamics. Also, wall running!
- BASIC MELEE -

There's only one strike button, and its effect changes depending on context. The actual effects are somewhat subtle.

To just smack the enemy in the face, press Melee.

Hold Forward while doing so to execute a standing kick.

To juggle an opponent into the air, hit Melee + Jump. Best used if they've got their back against a wall.

To deliver a forceful flying kick, take a running leap at something and hit Melee. (Also works if you're above the ground for some reason; you don't necessarily have to get airborne yourself. :) )

To vault over an enemy, hold Forward while doing that.

To bound backwards off of them, hold Back instead.

- ACROBATICS -

- Lunge Attack -
To do a quick forward lunge like something out of an anime, press Lunge. Note the effect is instantaneous; this is excellent for dodging or covering ground quickly.

- Wall Jumping -
Leap at a wall and press Melee just as you touch it. You'll bound backwards and do a 180 in midair.

- Wall Running (NEW!) -
Slightly more difficult. Leap at the wall and press Melee + Forward. You'll take a few steps along the surface -- make note that you need to keep facing the wall at an angle, or you'll throw yourself off. The more shallow the angle, the farther along you'll run; also note you can bound from wall to wall by looking in the proper direction during a step. (The steps are indeed audible, so you can time that properly.)

- OTHER THINGS -
You can recover up to 50 HP at 1 HP/sec by sitting still. This is obviously impractical when things are shooting at you or throwing objects in your general direction, so find cover first.

The damage model has also been changed from what the previous one was -- anything short of a pinky demon can be knocked senseless with a solid hit.
I'll do my best to get it back to 100% of what the previous mod was, and also the ACS things I said I'd do but never got around to. That is, of course, if anybody still cares. :p
Last edited by anonone on Tue Nov 22, 2005 8:52 pm, edited 3 times in total.
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Enjay
 
 
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Post by Enjay »

Hey, it's anonone, I thought you'd disappeared. Glad to see you haven't dropped ZdoomFu.
killingblair
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Post by killingblair »

Hmm, I got an "Unexpected end of archive" error.
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anonone
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Post by anonone »

Huh. Works fine for me, but something might've got messed up in the transfer. I'll re-upload it.

@Enjay: For a while I thought I disappeared. There was a lull in college work, so I was thrown free from its academic clutches. Chances are I'll be disappearing again in a week or two, but hey. :D

Edit: Re-uploaded.
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BetaSword
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Post by BetaSword »

Any chance of Zdoomfu making a GZDoom appearence? :wink:
killingblair
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Post by killingblair »

Works now, perfect. :) Checking out now...

EDIT: Ahh, very nice, I enjoy the Lunge very much. :)
BetaSword wrote:Any chance of Zdoomfu making a GZDoom appearence? :wink:
This would seem to be a good idea, with it's Open-GL renderer, you can do all sorts of crazy stunts with it. :)
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kc32
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Post by kc32 »

Heh, that WOULD be awesome. Running up walls and stuff...
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Medricel
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Post by Medricel »

Hmm, noticed a bug

The 50 HP regen thing seems to reset its counter every time you get hit... standing in Doom 2 MAP02, I have 260 HP and rising :P

EDIT: Ooh, I just totally made this cyberdemon my bitch! :twisted: :P
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Post by wildweasel »

This is really neat, but it really needs good sprites and a better generic attack than just shifting the weapon off screen. So I hereby donate this: my Decorate Combo Fist from The Stranger.

Oh, I also included unused kicking sprites, and new punching sounds so you can get rid of those awful ones that are in there already.

The player-grunting sounds are from Doom 3. The rest are stock sounds.
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BetaSword
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Post by BetaSword »

kc32 wrote:Heh, that WOULD be awesome. Running up walls and stuff...
Hrmm... I haven't tried out the new version with wall running yet... But assuming that it makes you run on the wall in the direction you're facing, you could feasibly actually run UP the wall, couldn't you? Well, with the unrestricted freelook of GZDoom, that is... And in theory, if you could press jump or attack or whatever during the run to, say, vault away from the wall, you could pull off something like the Matrix wall-run-up-then-backflip thing, and conceivably get yourself out of some tough situations. Or just use it to get to higher ground.
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anonone
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Post by anonone »

BetaSword wrote:Any chance of Zdoomfu making a GZDoom appearence?
More than likely. Porting the mod code over would be as simple as applying a patch, as far as I can tell, but the only conflict would be crouching. (I haven't kept up with Graf's implementation, but from what I saw a while ago he made it much, much slower than what I have in mind. He might've changed that recently; I dunno.) I'm curious as to whether GZDoom supports certain camera rotations (ie, pitching side to side rather than just up/down), as having the view tilt properly while wallrunning would be pretty cool.
Shinjanji wrote:The 50 HP regen thing seems to reset its counter every time you get hit... standing in Doom 2 MAP02, I have 260 HP and rising :razz:
Hah -- yeah, I just noticed I didn't put in an upper limit to the regeneration. Whoops.
wildweasel wrote:-- Sprites and sounds --
Cool beans; thanks. :) The sounds will be easy enough to work with, but the trick is figuring out how to properly and smoothly implement the melee attack sprites. If I remember right, that was a problem that I was trying to tackle with the previous ZDoomFu rendition.

@BetaSword: You can indeed run straight up a wall, though you won't get a ton of height. Wall running was meant more for horizontal distance. However, I've been debating whether or not to change that -- and since you mentioned it, I'll putz around and see how it works out. If you're in a sticky situation, you can still try to vault over enemies or punt them away. Or, you can try this: Leap up backwards against a wall and hit Melee. You'll gain some height and spin around. Hit Melee again for a ridiculously high wall jump.

I've got papers to write, but hopefully I'll have these things fixed up and tested by the end of the week.
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masterofpsi
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Post by masterofpsi »

:shock: You know what would own here? A Matrix-themed mod. But since every time I edit, I fail it, I can't really do much more than suggest. :(
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Medricel
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Post by Medricel »

BetaSword wrote:
kc32 wrote:Heh, that WOULD be awesome. Running up walls and stuff...
Hrmm... I haven't tried out the new version with wall running yet... But assuming that it makes you run on the wall in the direction you're facing, you could feasibly actually run UP the wall, couldn't you? Well, with the unrestricted freelook of GZDoom, that is... And in theory, if you could press jump or attack or whatever during the run to, say, vault away from the wall, you could pull off something like the Matrix wall-run-up-then-backflip thing, and conceivably get yourself out of some tough situations. Or just use it to get to higher ground.
You'll run straight up the wall if you're looking right at it and wallrun... thing is, if you melee like mad, you can run the WHOLE WAY up a wall... you can even keep yourself suspended up along the ceiling if you wanted.
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Inuyasha_989
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Post by Inuyasha_989 »

@Weasel: Very nice punch combo! beats the hell out of mine :P

One problem with the wad, no KEYCONF :(

EDIT: ZDoomFu is now my favorite engine mod of Zdoom (besides .96x, GZdoom)
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Shadelight
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Post by Shadelight »

/has kungfu'ed the DoS :)
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