ZMovement 3.2.1
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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.
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
1.1 Release.
As always make sure to reset to default after updating.
As always make sure to reset to default after updating.
- Mr. Fancy Pants
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Re: ZMovement 1.1 (added UT style movement, many improvement
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.
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
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.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.
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
- elCreyo
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Re: ZMovement 1.1 (added UT style movement, many improvement
Hey. This is pretty cool but is it possible to add a jump buffer? Otherwise it will be very difficult to strafe jump.
- StroggVorbis
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Re: ZMovement 1.1 (added UT style movement, many improvement
You mean as in holding the jump key down while airborne to jump again in the same frame you touch the ground?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.
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
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
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
- elCreyo
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Re: ZMovement 1.1 (added UT style movement, many improvement
Yes. That's exactly what I mean. Although I didn't realize this mod has an auto jump feature.DabbingSquidward wrote:You mean as in holding the jump key down while airborne to jump again in the same frame you touch the ground?
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
Yes it can be turned on/off like most other features in the menu options.
You will find it under the "Jumping" category
You will find it under the "Jumping" category
- Baratus
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Re: ZMovement 1.1 (added UT style movement, many improvement
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!
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!
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
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.Baratus wrote:It's a shame that some levelsets that disable jumping and crouching also seem to override the acceleration as well.
- Tesculpture
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Re: ZMovement 1.1 (added UT style movement, many improvement
May I suggest an option for Lucio-style wall running?
- Ivory Duke
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Re: ZMovement 1.1 (added UT style movement, many improvement
I have actually checked out Lucio today out of curiosity but that thing is too OP for my tastes.Tesculpture wrote:May I suggest an option for Lucio-style wall running?
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)
Code: Select all
From
Vel.Z *= zm_wslidevelz;
to
Vel.Z = 0;
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.
- Ivory Duke
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Re: ZMovement 1.1.1 (tweaks and improvements)
1.1.1 released
- Ivory Duke
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Re: ZMovement 1.2 (Customizable Ground Friction)
1.2 released
- Ivory Duke
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