ZMovement 3.2.1

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mariotime1287
Posts: 2
Joined: Mon Jan 25, 2021 6:17 am

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

Post by mariotime1287 »

Not sure if this classifies as a "serious bug", but I get a VM abort when grappling onto a vertical corner where 2 walls and 1 ceiling meet. It may not seem too serious, because "why would you grapple onto a vertical corner?" but it happens a lot more often than you'd think (for example, in maps with high amounts of detail). It happens with no other mods loaded, on a vanilla Hell on Earth/Ultimate Doom WAD, loaded on GZdoom 4.5.0. My hope is an update or patch fixes this, so I can use this grappling hook with much more freedom. If it isn't too big of a burden for Ivory Duke, or anyone else, that is.
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The error message.
The error message.
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Ivory Duke
Posts: 117
Joined: Mon Jun 17, 2019 12:25 pm

Re: ZMovement 3.2.1

Post by Ivory Duke »

Sorry as mentioned in the post I am no longer involved in modding.
If you want that fixed you will have to figure it out on your own on find someone else to take care of it for you.
mariotime1287
Posts: 2
Joined: Mon Jan 25, 2021 6:17 am

Re: ZMovement 3.2.1

Post by mariotime1287 »

Apologies about that, but on the bright side, I found an easy way to fix it. By commenting out line #3238 of zmoveplayer.zmv, the issue is completely fixed. Without the line, the momentum is a tiny bit slower I think, though it may just be a placebo effect, and it's still the best grappling hook made for DooM so far. Thanks for the amazing mod Duke, even if you're not too involved in the community anymore.
chexglyph
Posts: 3
Joined: Sat Jul 03, 2021 11:11 pm
Graphics Processor: nVidia with Vulkan support

Re: ZMovement 3.2.1

Post by chexglyph »

So I found that ZMovement and Eriguns 1 wouldn't work together, but after following the instructions to create a new patch and then running said patch, I got a

Code: Select all

Fatal: unknown event handler class DashHandler
error with no further explanation.
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Zonky
Posts: 43
Joined: Sun May 09, 2021 7:14 pm
Location: In my head too much

Re: ZMovement 3.2.1

Post by Zonky »

Did anyone make a patch for this to work with DRLA? I will give all the hugs and kisses to who ever did
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Ermac
Posts: 18
Joined: Fri Sep 01, 2017 9:27 am
Graphics Processor: nVidia with Vulkan support
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Re: ZMovement 3.2.1

Post by Ermac »

chexglyph wrote:So I found that ZMovement and Eriguns 1 wouldn't work together, but after following the instructions to create a new patch and then running said patch, I got a

Code: Select all

Fatal: unknown event handler class DashHandler
error with no further explanation.
you'll need to add DashHandler as a eventhandler in mapinfo like this

Code: Select all

gameinfo
{
	EventHandlers = "DashHandler"
}
chexglyph
Posts: 3
Joined: Sat Jul 03, 2021 11:11 pm
Graphics Processor: nVidia with Vulkan support

Re: ZMovement 3.2.1

Post by chexglyph »

Ermac wrote:
chexglyph wrote:So I found that ZMovement and Eriguns 1 wouldn't work together, but after following the instructions to create a new patch and then running said patch, I got a

Code: Select all

Fatal: unknown event handler class DashHandler
error with no further explanation.
you'll need to add DashHandler as a eventhandler in mapinfo like this

Code: Select all

gameinfo
{
	EventHandlers = "DashHandler"
}
Okay, so I went and removed the "Add" from "AddEventHandlers" and that seemed to fix that, but then I immediately get this instead.

Code: Select all

eriguns1_2.1.1a.pk3:zscript/eriguns1/player.txt, line 6: Class name EriPlayer already exists
eriguns1_2.1.1a.pk3:zscript/eriguns1/player.txt, line 26: Class name AltPlayer already exists
eriguns1_2.1.1a.pk3:zscript/eriguns1/player.txt, line 6: EriPlayer already has defaults
eriguns1_2.1.1a.pk3:zscript/eriguns1/player.txt, line 26: AltPlayer already has defaults
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DieselCrab
Posts: 1
Joined: Sun Sep 12, 2021 4:04 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: ZMovement 3.2.1

Post by DieselCrab »

Ermac wrote:
chexglyph wrote:So I found that ZMovement and Eriguns 1 wouldn't work together, but after following the instructions to create a new patch and then running said patch, I got a

Code: Select all

Fatal: unknown event handler class DashHandler
error with no further explanation.
you'll need to add DashHandler as a eventhandler in mapinfo like this

Code: Select all

gameinfo
{
	EventHandlers = "DashHandler"
}
I'm trying to do something similar with the latest Metroid Dreadnought Overhaul beta and I got the same error as Ermac. For the sake of clarification, do I add DashHandler to the mapinfo in the mod or in the patch?
Vinouko
Posts: 3
Joined: Sat Mar 07, 2020 5:13 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: ZMovement 3.2.1

Post by Vinouko »

I think I'm missing something. Everytime I open up, it automatically picks Dusk movement and changing it in the options changes nothing. The other sliders seem fine, but resetting the map or even the game itself does nothing to change it to another movement option. Is this a problem with having the most recent version of GZDoom? Or am I being stupid?
Lemenus
Posts: 2
Joined: Tue Oct 06, 2020 6:06 am

Re: ZMovement 3.2.1

Post by Lemenus »

Trying this with other campaigmn mod, everything nice and dandy, axcept one moment - player can't sit in water, and there are places through which you can pass only crouching, and of course save won't load without a mod just to get pass through this section
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TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: ZMovement 3.2.1

Post by TheRailgunner »

So, I actually managed to make a ZMovement patch for Malice, but I can't actually manage to make dashes, wall slides, or the grappling hook to actually activate. I can bind the keys and everything, but none of those functions seem to be working - pressing the keys once bound doesn't actually do anything. Am I missing something obvious here?

EDIT: Turns out, I needed to recycle "clearplayerclasses" in KEYCONF - everything works.
rotts
Posts: 4
Joined: Tue Jan 11, 2022 7:40 pm

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

Post by rotts »

Dr. Lugawi wrote:
Atticuszed wrote:I don't know why, but FinalDoomer of all things overrides most if not all of zMovement's movement options. I don't suppose there's a patch for this one...? IO couldn't find it.
I've made a patch, since i also noticed this.

Make sure to load BEFORE FinalDoomer.
Hi, question! Can I use this patch with the Final FinalDoomer+ version (v3.4)? If not, any chance of an update and/or pointers on how to fix this myself?
vilidity
Posts: 3
Joined: Sun Aug 21, 2022 8:28 am

Re: ZMovement 3.2.1

Post by vilidity »

Anyone able to get this to work with Xim's Star Wars? Been looking for a dash or something to spice up the Jedi and this looks perfect. Tried patching it myself from the tutorial in OP but I think I'm out of my depth.
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Xim
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Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: ZMovement 3.2.1

Post by Xim »

vilidity wrote: Sun Aug 21, 2022 12:07 pm Anyone able to get this to work with Xim's Star Wars? Been looking for a dash or something to spice up the Jedi and this looks perfect. Tried patching it myself from the tutorial in OP but I think I'm out of my depth.
I have a patch for it on the ModDB page already. Somebody else started it but it didn't work with the new updates so I updated it myself. I did a quick test so it should still be working with the new version. Just make sure it run it after the main mod since the patch works by replacing player classes.
vilidity
Posts: 3
Joined: Sun Aug 21, 2022 8:28 am

Re: ZMovement 3.2.1

Post by vilidity »

ya know the beauty of Doom? not only did you have a patch that i didn't find, i searched the forum and found Super Mario Agilities (viewtopic.php?t=61742&p=1069568) and JPMobility (viewtopic.php?t=53665&p=943329) which did the exact things I was looking for, a Dash and a higher jump height similar to the Jedi Knight games. Had to turn off the Mario sound effects.

thanks for the mod and the patch! looking forward to testing this other stuff out.
Last edited by vilidity on Tue Aug 23, 2022 11:44 am, edited 1 time in total.
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