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
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.0.1 (Quake Style Movement + HOTFIX)
HOTFIX! Ashamed I did not realize using ZMovement on a GZDoom version where an earlier ZMove version had not been loaded could cause players not to move
Re: ZMovement 2.0 (Quake Style Movement)
#1 auto-load now. You have no idea how happy this makes me.Ivory Duke wrote:2.0 out, go out and quak
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.0.2 (Quake Style Movement + HOTFIXES)
Quick fix on PK air movement
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.1 (Better, Meaner, and Airdasher)
2.1, quak and dash but better
- Beetow Brode
- Posts: 69
- Joined: Sat Sep 24, 2016 1:46 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: "We've Got Hostiles"
Re: ZMovement 2.1 (Better, Meaner, and Airdasher)
Half-Life movement maybe?
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.1 (Better, Meaner, and Airdasher)
Half life movement is the same thing as Quake's with different acceleration values.
Source engine is a modified version of the Quake one.
Source engine is a modified version of the Quake one.
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.2 (UT style friction, totally reworked bobbi
ZMovement 2.2, with bobbing logic whose code is not a total mess and UT ground friction.
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.3 (Faithful Ground and Air Build movement)
2.3, Duke it out both on the ground and in the air
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.3.1 (Build Movement optimization)
2.3.1 Small optimization update
Re: ZMovement 2.3.1 (Build Movement optimization)
Have you played Titanfall 2 by any chance? The movement in that game is extremely fun, especially once you get good at it. I'm not sure how difficult it would be to implement into your current roster, but I think that it might be worth checking out if you are still looking to expand on movement options. Plus it has sick grappling-hook action.
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.3.1 (Build Movement optimization)
I have never owned any Titanfall game and I am not going to buy them, but I suspect a movement in that style can be easily done using UT as a base and doing some tweaking of the parameters.
Regardless, thank you for your interest in my project.
I have started to think about implementing a grappling hook for the final release but have not taken any steps into making a reality yet, and cannot promise wherever it will be part of it.Plus it has sick grappling-hook action.
Regardless, thank you for your interest in my project.
Re: ZMovement 2.3.1 (Build Movement optimization)
TItanfall has a movement mechanic around slide hopping where you crouch before you hit the ground and jump right away - this maintains your momentum and can even propel you. Not sure if that is something you want to implement if you plan on taking on that movement system. It is akin to Quake 3's strafe jumping or Painkillers bunny hopping.Ivory Duke wrote:I have never owned any Titanfall game and I am not going to buy them, but I suspect a movement in that style can be easily done using UT as a base and doing some tweaking of the parameters.I have started to think about implementing a grappling hook for the final release but have not taken any steps into making a reality yet, and cannot promise wherever it will be part of it.Plus it has sick grappling-hook action.
Regardless, thank you for your interest in my project.
- WallyTheBoogieBug
- Posts: 47
- Joined: Sun Apr 22, 2012 6:56 am
Re: ZMovement 2.3.1 (Build Movement optimization)
In Quake 1 there is an effect where any dropoff or hole will cause player friction to increase when their collision hull passes over it to prevent the player from falling off ledges when letting go of the movement keys, any plans to emulate this?
Should be noted that this effect was imperfect and that "grill" style floor geometry would cause the friction increase to occur even if the player had no chance of falling through the cracks in the floor geometry due to their small size, so this imperfect behavior may be desirable for accuracy.
Should be noted that this effect was imperfect and that "grill" style floor geometry would cause the friction increase to occur even if the player had no chance of falling through the cracks in the floor geometry due to their small size, so this imperfect behavior may be desirable for accuracy.
- Ivory Duke
- Posts: 117
- Joined: Mon Jun 17, 2019 12:25 pm
Re: ZMovement 2.3.1 (Build Movement optimization)
I have included a BuildPlayer.txt files in the main pk3, if the originals author want to use it for their mod they are free to do so.mrtaterz wrote:You should make a DukeNuke3d Patch for the Build movement stuff you've been doing.
Personally, I am done making more patches, cause every time I make an update I already have to also update and check 6 other packages.
If you'd like to make one you can find the guide near the bottom of the post.
I knew this thing was in Serious Sam cause I have been playing that game recently. I did not know it was in Quake 1 cause that game is too RGB for my tastes (Red Grey B R O W N, credits to cnsxs for the joke) so I never spent significant amounts of time on it.In Quake 1 there is an effect where any dropoff or hole will cause player friction to increase when their collision hull passes over it to prevent the player from falling off ledges when letting go of the movement keys, any plans to emulate this?
Yes that can be implemented and quite efficently as well: I can use the GetZAt() function to check for the floor height near the perimeter of the hitbox. Although I would make it work like in Serious Sam where it only happens if player is walking.
That said it might be a bit of a pain to implement it for all movement modes (insert meme of the guy wiping the sweat from his face with a towel).
I'll think about it.
My principle is to only port mechanics I have first hand experience of. While I might change my mind my answer to that suggestion as of right now is "99.9% not gonna happen".TItanfall has a movement mechanic around slide hopping where you crouch before you hit the ground and jump right away - this maintains your momentum and can even propel you. Not sure if that is something you want to implement if you plan on taking on that movement system. It is akin to Quake 3's strafe jumping or Painkillers bunny hopping.