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Re: ZMovement 3.2.1: Final update (unless serious bugs)
Posted: Sat May 22, 2021 7:17 pm
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.
Re: ZMovement 3.2.1
Posted: Wed Jun 09, 2021 5:02 am
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.
Re: ZMovement 3.2.1
Posted: Mon Jun 14, 2021 7:58 pm
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.
Re: ZMovement 3.2.1
Posted: Thu Aug 26, 2021 6:16 pm
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.
Re: ZMovement 3.2.1
Posted: Fri Aug 27, 2021 8:00 pm
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
Re: ZMovement 3.2.1
Posted: Tue Aug 31, 2021 12:11 pm
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"
}
Re: ZMovement 3.2.1
Posted: Fri Sep 03, 2021 8:07 pm
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
Re: ZMovement 3.2.1
Posted: Sun Sep 12, 2021 4:08 pm
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?
Re: ZMovement 3.2.1
Posted: Mon Sep 27, 2021 2:58 pm
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?
Re: ZMovement 3.2.1
Posted: Mon Oct 04, 2021 2:56 am
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
Re: ZMovement 3.2.1
Posted: Sun Feb 13, 2022 2:32 pm
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.
Re: ZMovement 3.2.1: Final update (unless serious bugs)
Posted: Wed Apr 13, 2022 12:04 pm
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?
Re: ZMovement 3.2.1
Posted: Sun Aug 21, 2022 12:07 pm
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.
Re: ZMovement 3.2.1
Posted: Tue Aug 23, 2022 11:25 am
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.
Re: ZMovement 3.2.1
Posted: Tue Aug 23, 2022 11:36 am
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.