I dont know why but this doesnt work sometimes. Its overwritten by the base game so that the player class doesnt load as Zmovement player class, but rather the vanilla doom class. thus i cant use zmovement
Re: ZMovement 3.2.1
Posted: Thu Aug 29, 2024 3:13 pm
by CruzinSteebs
Is there a patch already made for Brutal Doom v22 Beta 3? If not could someone make one? I’d try but the scope of the instructions for making my own patch is beyond me, plus I do everything from my iphone and not a pc and don’t have Slade. If you’re wondering how I play doom, and are on an iOS device, look into GenZD a front end port of GZDoom (currently using core version 4.12.2)
Re: ZMovement 3.2.1
Posted: Fri Aug 30, 2024 11:21 am
by yum13241
No, You just bumped a thousand-year old thread, and the author is NOT INVOLVED IN DOOM MODDING ANYMORE.
Re: ZMovement 3.2.1
Posted: Fri Aug 30, 2024 12:52 pm
by CruzinSteebs
Already know the creator isn’t but people still are. Get off the high horse.
Re: ZMovement 3.2.1
Posted: Fri Aug 30, 2024 1:16 pm
by R4L
yum13241 wrote: ↑Fri Aug 30, 2024 11:21 am
No, You just bumped a thousand-year old thread, and the author is NOT INVOLVED IN DOOM MODDING ANYMORE.
It's not really that old. I've seen bumps to much, much older threads, and his post is related at least.
Re: ZMovement 3.2.1
Posted: Sat Aug 31, 2024 3:42 am
by yum13241
Hey CruzinSteebs, you're lucky I'm bored with nothing to do on my last day of summer vacation, so here's a patch. This will keep working as Sarg intended until he does so much as change 1 line of code in every class except Purist.
Yum, thank you. Much appreciated. It does indeed work. Grapple hook, kick slide, wall jump/slide and double jump. Breaks my udv hud but not complaining. Thanks again for finding the time while you were bored.
Re: ZMovement 3.2.1
Posted: Sun Sep 01, 2024 6:52 am
by yum13241
You're welcome. If anyone out there needs a ZMovement patch just let me know and I'll get to it some time.
Re: ZMovement 3.2.1
Posted: Sun Sep 01, 2024 10:00 am
by BLSZDOOM
yum13241 wrote: ↑Sun Sep 01, 2024 6:52 am
You're welcome. If anyone out there needs a ZMovement patch just let me know and I'll get to it some time.
hey there can you mak a zmovement patch for aracnocide?
Re: ZMovement 3.2.1
Posted: Sun Sep 01, 2024 9:29 pm
by DoomThing445
yum13241 wrote: ↑Sun Sep 01, 2024 6:52 am
You're welcome. If anyone out there needs a ZMovement patch just let me know and I'll get to it some time.
Sorry to add onto the patches, but Final Doomer?
Re: ZMovement 3.2.1
Posted: Mon Sep 02, 2024 9:31 am
by yum13241
@DoomThing445: There will be a patch, but if anything is broken, tell the devs to make FDPlayerPawn inherit from ZMovePlayer, then have them define it. This dummy actor will be overwritten by ZScript (since ZMove relies on a player class named ZMovePlayer). This is similar to the hack that makes Lithium work with FD+. Also, this patch is designed with FD 3.4, and may break if the devs do so much as change one line of code in them. (the changes won't be picked up)
@BLSZDOOM: I'm sorry, but I couldn't get the patch to work. It would load, but no ZMovement lol. I'll put it up anyway in case the dev wants to look at my HAX.
Arcanocide's author can also do the same thing as above, except he can just rename InvisiblePlayer to ZMovePlayer. Then, in both cases, you'd load the BASE ZMove patch.
Get the patches you guys asked for at: https://mega.nz/folder/yZYzDBBZ#TeHg8_DslM-KZ5oTfSyq1g
If anything's broken, ask the devs to do the hacky thing I said earlier like I said in FD's case (and any mods that use DECORATE for player classes). For ZScript, either make a patch (or ask me to, lol), or ask the devs to add ZMove to their mod.
Also, I humbly request for all of you to at least try making the patch yourself before asking me to do it, this not only saves me time but also you. If you're stuck on an error, tell me and I'll fix it (when I feel like it and have free time)
Re: ZMovement 3.2.1
Posted: Sun Sep 08, 2024 7:33 pm
by CruzinSteebs
@yum13241 the patch for brutal doom v22 test 3 causes a few minor invisible weapons, such as rocket launcher pickup and shotgun pick up. So I’m trying to follow your advice looking into the functions myself in Brutal Doom v22 test 3. I could try asking the dev but this is a very busy mod and I doubt it will get the attention.
Zmovement v3.2.1 functions the way it should though minus wall slide I think. Grapple hook, double jump working just fine now.
Anyways, I’m not sure where to go looking as there is a lot in this mod. The acs files are I encrypted to .o files but I do see the acs files in a src folder. Don’t see anything relevant in z script folder. In an actors folder I see nothing relevant in decorations folder. I do see a PlayerClasses.txt in there with function ACTOR Doomer : PlayerPawn Replaces DoomPlayer. Would this be what you are referring to as needing to inherit ZMovePlayer and define it?
Re: ZMovement 3.2.1
Posted: Thu Jan 23, 2025 1:17 pm
by painedanomaly
Recently found this, and decided to make a patch for Chaosvolt's Shotgunnery mod, since I felt that the grapple hook would make the most sense in a mod all about the super shotgun.
(Download) | Tested on GZDoom versions 4.10.0-4.14.0.
Weirdly though, the Patch_Base pk3 doesn't have all the features of ZMovement, so I've just taken to editing the base mod (since it's so similar to Patch_Base anyways).
Re: ZMovement 3.2.1
Posted: Fri May 23, 2025 8:21 am
by Mr. Mir
Hello, could someone make a patch for EVP version 3.1g? I tried making one myself, but gzdoom throws a fatal error saying "unknown event handler class DashHandler."
Re: ZMovement 3.2.1
Posted: Mon May 26, 2025 4:24 am
by yum13241
Hey Mr. Mir, I made the patch for you, but I'll tell you (and everyone else) how it's done, just to save you all the time.
Spoiler: How to create a ZMove Patch (hopefully is useful)
First off, make a working copy (read: this means a copy you'll be modifying, not "create ZMove Ex").
Second, determine if your mod has DECORATE player classes or ZScript ones. You can easily find out by just checking the proper lumps for anything that inherits from PlayerPawn or its descendants. If the mod has DECORATE player classes (such as Brutal Doom), then your job is a lot easier, due to duplicate actors not being fatal in DECORATE, and the ZMovePlayer hack I've talked about a thousand times. If the mod uses ZScript player classes (such as EVP), then your job will be a bit more involved, but not impossible.
Third, check how the playerclasses are activated (i.e, useable in game). EVP in particular defines playerclasses in BOTH MAPINFO's PlayerClasses property AND KEYCONF, which takes priority over MAPINFO for whatever reason. If they're just defined in MAPINFO, copy over the PlayerClasses line. If they're defined in KEYCONF, copy over the lines that will usually look like:
EVP's KEYCONF, for example wrote:
<snip>
clearplayerclasses
addplayerclasses EVP_Doomguy
Fourth, copy over the lump(s) that contain the player classes and edit them to inherit from ZMovePlayer, so MyCoolClass : DoomPlayer becomes MyCoolClass : ZMovePlayer.
Fifth, edit the actual actor/class name. I personally add a Z to the beginning (cuz ZMove), but this can be whatever you want. You must also edit any references inside lumps such as MAPINFO and KEYCONF.
Sixth, launch the game. If it doesn't work or load, ask someone here.
As always, if the mod updates, these patches could break, ranging from changes the mod maker made to the player classes not applying when the patch is loaded, to the game crashing. It all depends on the mod.