ZMovement 3.2.1

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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

1.1 Release.
As always make sure to reset to default after updating.
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Mr. Fancy Pants
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Mr. Fancy Pants »

If there was a way to have a setup that is identical to Dusk acceleration except it preserves Doom style momentum when running, this would be perfection.
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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

Mr. Fancy Pants wrote:If there was a way to have a setup that is identical to Dusk acceleration except it preserves Doom style momentum when running, this would be perfection.
For future updates I will be looking for an efficient way to let users set their own ground friction so that they can make it as slidey or as tight as they feel like.
It will take some time though as I need to do some testing and research to find the best possible way to implement it.
Earlier versions had thay feature but I was not happy with the way it bloated ground movement
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elCreyo
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by elCreyo »

Hey. This is pretty cool but is it possible to add a jump buffer? Otherwise it will be very difficult to strafe jump.
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StroggVorbis
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by StroggVorbis »

elCreyo wrote:Hey. This is pretty cool but is it possible to add a jump buffer? Otherwise it will be very difficult to strafe jump.
You mean as in holding the jump key down while airborne to jump again in the same frame you touch the ground?
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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

I have no idea what a jump buffer is.
Hoping this answers you question: Right now if you turn off auto jump to execute next jump you only need to let go and press again the jump key before you hit the ground like in Dusk/Painkiller/Quake
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elCreyo
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by elCreyo »

DabbingSquidward wrote:You mean as in holding the jump key down while airborne to jump again in the same frame you touch the ground?
Yes. That's exactly what I mean. Although I didn't realize this mod has an auto jump feature.
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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

Yes it can be turned on/off like most other features in the menu options.
You will find it under the "Jumping" category
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Baratus
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Baratus »

DUSK movement in Doom? YES! I think after playing through all of DUSK, Doom movement is a little hard to come back to. I always thought it was just a bit too slippery and somewhat drunk.

As someone who is very fond of DUSK, Painkiller and UT2004, I think you have recreated the movement system incredibly well! For me, DUSK is my favourite setting out of the three as it has just the right kind of air control and friction. It's a shame that some levelsets that disable jumping and crouching also seem to override the acceleration as well.

Got it working with Trailblazer, this should be very fun for large open mapsets with very high monster counts!
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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

Baratus wrote:It's a shame that some levelsets that disable jumping and crouching also seem to override the acceleration as well.
Could you please share an example of a mapset that does that. I can look into it to see if there is something I can do about it. Which might not be the case but I can give it a try.
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Tesculpture
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Tesculpture »

May I suggest an option for Lucio-style wall running?
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Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement

Post by Ivory Duke »

Tesculpture wrote:May I suggest an option for Lucio-style wall running?
I have actually checked out Lucio today out of curiosity but that thing is too OP for my tastes.
Also since I have never played OW I have no personal interest in coding it.
Is it doable? of course it is.
You need to edit WallSlideInitiator() to only check for wall proximity to make CanWallSlide true, store Vel.XY.Length() as SlideSpeed, then in WallSlide() remove the "//Wall changed angle" thing and edit line 1609

Code: Select all

From
Vel.XY = SlideVelocity;
to
Double WallSlideAngle = Angle - atan2(cmd.sidemove, cmd.forwardmove);
Vel.XY = SlideSpeed * (cos(WallSlideAngle), sin(WallSlideAngle)); //my way of forcing player in mid air to move toward the direction he/she wants (100% air control)
And change 1610

Code: Select all

From
Vel.Z *= zm_wslidevelz;	
to
Vel.Z = 0;
To remove gravity while wallsliding.
May need something else, I cannot know on the spot.
Sorry again for not writing out exactly what you need to copy paste but again not in my interest to add it.

Or you can get something similar real quick by going into MENUDEF.ZMV at line 72 and edit the minimum value from 0.5 to 0, this way you will not fall down as long as you satisfy the wall slide criteria.
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Ivory Duke
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Re: ZMovement 1.1.1 (tweaks and improvements)

Post by Ivory Duke »

1.1.1 released
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Ivory Duke
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Re: ZMovement 1.2 (Customizable Ground Friction)

Post by Ivory Duke »

1.2 released
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Ivory Duke
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Re: ZMovement 1.3 (Build Engine Style Movement)

Post by Ivory Duke »

1.3 out
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