luigiman0640 wrote:True, but any mod that makes a new class that inherits from DoomPlayer won't work out of the box with the pk3 and will need some sort of new version with the movement mod built in. I understand if this is your intention or you just couldn't find a way to make it work, since it'd really just be a ease of life thing, but I feel a lot of people would enjoy it like that.
Well, I primarily made this as part of a TC, where QuakePlayer is an ancestor of the main player class. Given that, I think this was the right way to structure it. It shouldn't be too hard to modify this PK3 to work with other mods, though -- you just have to make QuakePlayer descend from whatever the mod's player class is, instead of DoomPlayer.
BROS_ETT_311 wrote:Plus a little bit of air control and I'd say this just about nails it.
I just changed air movement to be more similar to Quake 3. I'm not sure how to make it gel with sv_aircontrol or the MAPINFO setting, though.
Nash wrote:Suggestion: you should make the viewbob and also the weapon bob match Quake's... IIRC these have also been virtualized in PlayerPawn...
I think I could do that. Pretty sure BobWeapon and CalcHeight are the methods to override. I could make Player.BobStyle "Normal" work like Quake, and then Player.BobStyle "Doom" would revert to the original behavior.
Nash wrote:Also: is the "friction = 0" assignment in the TERRAIN lump necessary? Could
+NOFRICTION be used instead?
I forgot +NOFRICTION was added. Definitely works better than trying to cancel out the friction, which is what I was doing.
It doesn't, yet. I'll see about NormForward/SideMove. Quake normalizes inputs to [-127, 127], so maybe I could try doing that.