You can give the latest commit a try, doomzie. There have been quite a lot of under-the-hood changes.
If you don't have a Github client and don't know how to get the last commit, visit the repo page:
https://github.com/FishyClock/3Dplatform and click the green "Code" button - and then "download ZIP". What you want is the "pk3files" folder.
Tbh the only reason I haven't made another official release is because of two user variables on the platform class I'm not entirely comfortable with. Mostly because when I make them non-functional it will leave residual garbage in the TEXTMAP lump.
But to give some details:
- It's now possible to define a specific travel speed (that's constant no matter how far the travel target is), to do that set the "travel time" to a negative value.
It works on both interpolation point classes.
- The obstacle pushing code has been reworked so that if something cannot be pushed in a particular direction, the obstacle will be pushed aside instead.
- It is now possible to attach an "actor special" on a platform. The 5th argument on the platform is a tid of another actor that holds the actual special.
- On "Platform interpolation points" if you click the 'Custom' tab in UDB there should be a 'user_nopositionchange'. This is useful if want the platform
to just rotate until it matches the point's angle/pitch/roll but not actually move to where it is. (It's just a convenience thing).
- Lastly, there is a "generic platform" class whose sole purpose is to attach some simple model and set its size thru user variables (under UDB's Custom tab)
so you don't have to define a subclass for each new model (and a modeldef entry and doomednum for it). I realize this is would be inconvenient from a
map editing standpoint because you can't see realtime changes in UDB's Visual Mode what that model is or it's actual size until you launch GZDoom. You'd have to be extra careful and use your imagination.
Also, you'd have to familiarize yourself with
A_ChangeModel because the user variables are parameters that get used to call it. (This is what sets the model.)
I'm not sure if I'm forgetting anything else right now. There are a couple of new test maps too, you can check them out if you want.
The current code is designed to run with GZDoom 4.10.0 for the time being