ZMovement 3.2.1

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Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

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

Post by Drake Raider »

Odd question, but what's the plausibility of modifying this to allow the climbing and crouchsliding to work without actually allowing jumping and crouching ingame? (As in, I want crouching to only occur when the character is in a slide, and verticality to be only possible through climbing rather than jumping). I've done some mild customization of it, but i don't fully understand it and figured I'd ask before I accidentally break anything?
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

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

Post by Ivory Duke »

Drake Raider wrote:Odd question, but what's the plausibility of modifying this to allow the climbing and crouchsliding to work without actually allowing jumping and crouching ingame? (As in, I want crouching to only occur when the character is in a slide, and verticality to be only possible through climbing rather than jumping). I've done some mild customization of it, but i don't fully understand it and figured I'd ask before I accidentally break anything?
Hi I am gonna give a quick reply as I am currently too busy to go in depth about it.
There are two functions that check wherever crouchslide and ledge grab should be initiated, respectively named CSlideInitiator and LedgeGrabInit.

As you can see from line 2581

Code: Select all

if(ZMPlayer.CrouchFactor != 1 && !CSlideStartTime)
The first crucial check in the cslide process is wherever player is crouching (CrouchFactor != 1), you should be able to replace that with

Code: Select all

if((cmd.buttons & BT_CROUCH) && !CSlideStartTime)
Which only checks wherever the crouch button is pressed.

About ledge grab you do not need to jump to initiate it, but you need to not be on the ground, which would mean falling down from a higher floor if jump is to be disabled.
This might lead to many situations in which ledge grab starts even if it is not desired.
But if you wanna try it for yourself all you have to do is move the LegdeGranInit() outside of the Player.OnGround check.
Here is an example for the Doom Movement

Code: Select all

void DoomHandleMove()
{
	if(zm_ledgegrab) { LedgeGrabInitiator(); }

	if(!ZMPlayer.OnGround || (ZMPlayer.OnGround && DashNumber))
	{
		DoomAirMove();
	}
	else
	{
		MaxGroundSpeed *= SpeedMulti();
		DoomGroundMove();
		Grappled = False;
		if(zm_dropprevention) { DropPrevention(); }
	}
}
Hope this helps
Drake Raider
Posts: 474
Joined: Fri Jul 18, 2008 12:27 pm

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

Post by Drake Raider »

Thanks! I'll experiment with it and see what I can do. I really appreciate your help!
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Ferretmanjcdenton
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Location: Germany

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

Post by Ferretmanjcdenton »

Hi there ...your mod is amazing..at least from what I can use ...
Sadly the dash and wallclimb function doesn't work for Delta touch Android... PLEEEEEEEAAASE can you take a look why ...
Delta touch supports gz4.3.3 and zandronum 3.2 and lzdoom

Most people making mods don't consider that there is a big player base on mobile and just don't care for us ...
It would be really nice to see someone making that different
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

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

Post by Ivory Duke »

Hi thank your kind words!

I do not mean to disappoint / sadden / make you think I do not have any consideration for mobile players, but unfortunately I do not own Delta Touch so I cannot take a personal look at it.
It is very true I could purchase it but unfortunately I do not enjoy playing games on phones (also my phone is pretty garbage and wouldn't be able to decently run any game) therefore I would end up spend my money for a 5 times top usage.

That said if anybody can pinpoint what is causing it to not work I would be more than happy to address it and release an update (or a Delta Touch patch) to ensure compatibility.
OR if anybody makes a patch that is proven to work I would be more than happy to link it in the body of the post right below the main mod download link
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Lagi
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Lagi »

Drake Raider wrote:Thanks! I'll experiment with it and see what I can do. I really appreciate your help!
hey, if you manage to do the crouch slide function, please share.
I would also like to implement something similar (when you crouch and press jump, you slide = do a shoulder roll, to move out of corner situation).
SharlLegregFromGit
Posts: 3
Joined: Wed Apr 15, 2020 8:12 am

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

Post by SharlLegregFromGit »

Help needed. So I came across this bug where setting the movement style to Build Engine, the player can't move forward, only backwards. This is pretty same as setting the -turbo value to 400 iirc.

Engine used : GZDoom 4.3.3 and LZDoom 3.85
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

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

Post by Ivory Duke »

I just tested Build Engine movement on ground, air, flying, and swimming and I encounter no such issue.
You will need to provide further details cause I cannot experience the issue even after I turn on every optional feature.

EDIT: also as seen from this code forward and backward movement are not handled separately so there is no logical reason why one should work and not the other

Code: Select all

if(cmd.forwardmove)
{
	if(cmd.buttons & BT_FORWARD)
		FVel += 40;
	else
		FVel -= 40;
		
	FVel = clamp(FVel, -90, 90);
}
else
{
	FVel = 0;
}
SharlLegregFromGit
Posts: 3
Joined: Wed Apr 15, 2020 8:12 am

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

Post by SharlLegregFromGit »

Ok so I reset both GZDoom and LZDoom settings to default ( to eliminate any variables ) and I just change the movement type. Now it happens every time I pressed W but not the arrow buttons. Works fine tho win Xbox One Controller.
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

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

Post by Ivory Duke »

I am sorry but I have no clue.
I have even tried it on two different clean installs on gzdoom on two different computers and I experience no issue.

Although the fact hat your controller works and the keyboard doesn't makes me think there might be an issue with the keyboard itself.
I have written nothing that treats inputs from a controller differently from keyboard ones
SharlLegregFromGit
Posts: 3
Joined: Wed Apr 15, 2020 8:12 am

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

Post by SharlLegregFromGit »

now thats interesting. considering only Build enigne movement type screw the movement and nothing else, also works fine on every other game.
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JamesTBungus
Posts: 1
Joined: Mon Mar 30, 2020 2:39 pm

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

Post by JamesTBungus »

Does anybody know ow to get this working with REELism? I tried it, and it worked fine mostly, except for the fact that I could not switch weapons. I tried making a patch (I'm not really good at it though), and ended up getting an error message.
CYNICAL
Posts: 8
Joined: Mon Feb 24, 2020 4:13 am

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

Post by CYNICAL »

Hey i'm Trying to Make a ZMOVEMENT patch for D4V in the player code is in a singular decorate txt file i tried referring to the gmota patch but couldn't get to an understanding of how to do it upon observation i was wondering if you could explain it plz? Because i'm kinda of new to doom coding and barely have the basics of decorate down.
zenlikecreature
Posts: 16
Joined: Sun Apr 12, 2020 8:26 am

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

Post by zenlikecreature »

I really like zmove but Project Brutality 3 has no feature to turn it off and I would like to pass certain maps according to their design, with standard classic Doom movement.

Is there a quick way to restore the original Doom movement or disable zmove, in Project Brutality 3?
Itschristian
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Joined: Sat May 23, 2020 10:21 pm
Location: YouTube Comments

Re: Dusk Movement Minimod 1.2

Post by Itschristian »

affandede wrote:Now we need a Dusk weapons mod. Oh, those dual shotguns, THOSE DUAL SHOTGUNS!
There is mod called Doosk,it has all Dusk weapons,including Akimbo Shotguns
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