ZMovement 3.2.1
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Please read the full rules for more details.
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.
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- Posts: 2
- Joined: Mon Jan 25, 2021 6:17 am
Re: ZMovement 3.2.1: Final update (unless serious bugs)
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.
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 3.2.1
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.
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.
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- Posts: 2
- Joined: Mon Jan 25, 2021 6:17 am
Re: ZMovement 3.2.1
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.
Re: ZMovement 3.2.1
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
error with no further explanation.
Code: Select all
Fatal: unknown event handler class DashHandler
Re: ZMovement 3.2.1
Did anyone make a patch for this to work with DRLA? I will give all the hugs and kisses to who ever did
- Ermac
- Posts: 18
- Joined: Fri Sep 01, 2017 9:27 am
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: ZMovement 3.2.1
you'll need to add DashHandler as a eventhandler in mapinfo like thischexglyph 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 aerror with no further explanation.Code: Select all
Fatal: unknown event handler class DashHandler
Code: Select all
gameinfo
{
EventHandlers = "DashHandler"
}
Re: ZMovement 3.2.1
Okay, so I went and removed the "Add" from "AddEventHandlers" and that seemed to fix that, but then I immediately get this instead.Ermac wrote:you'll need to add DashHandler as a eventhandler in mapinfo like thischexglyph 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 aerror with no further explanation.Code: Select all
Fatal: unknown event handler class DashHandler
Code: Select all
gameinfo { EventHandlers = "DashHandler" }
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
- DieselCrab
- Posts: 1
- Joined: Sun Sep 12, 2021 4:04 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: ZMovement 3.2.1
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?Ermac wrote:you'll need to add DashHandler as a eventhandler in mapinfo like thischexglyph 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 aerror with no further explanation.Code: Select all
Fatal: unknown event handler class DashHandler
Code: Select all
gameinfo { EventHandlers = "DashHandler" }
Re: ZMovement 3.2.1
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?
Re: ZMovement 3.2.1
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
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: ZMovement 3.2.1
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.
EDIT: Turns out, I needed to recycle "clearplayerclasses" in KEYCONF - everything works.
Re: ZMovement 3.2.1: Final update (unless serious bugs)
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?Dr. Lugawi wrote:I've made a patch, since i also noticed this.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.
Make sure to load BEFORE FinalDoomer.
Re: ZMovement 3.2.1
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.
Re: ZMovement 3.2.1
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.
Re: ZMovement 3.2.1
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.
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.