[ZScript] Quake-style movement - v2.0.2
Forum rules
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.
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.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [ZScript] Quake-style movement
Feels pretty good but lowering the max step height and jump height of the player means that certain Doom maps cannot be completed with this mod loaded or the player may just get trapped in places that they normally wouldn't. e.g. Many nukage pits in Doom have a height 24 step around them. Fall into one of them and you can't get out without jumping. If jumping is disallowed, you're trapped.
-
- Posts: 66
- Joined: Wed Oct 04, 2017 2:00 pm
Re: [ZScript] Quake-style movement
That's true, but I was thinking of Quake-style movement and jumping as a package deal.
-
-
- Posts: 26540
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: [ZScript] Quake-style movement
Which I understand, but given that the intention here is clearly for it to work with existing maps, it will make some impossible to complete without cheating. The stepheight aside, the GZDoomguy jump height will be essential to complete some maps.
-
-
- Posts: 17454
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: [ZScript] Quake-style movement
How do I properly integrate this into my project?
I inherit from QuakePlayer ( example: class MyPlayerClass : QuakePlayer {} ) but I get an error on startup, something to do with the player class not having a DisplayName or something like that.
Also, will there be any issues with the name "Quake" present all over the source code, copyright-wise?
I inherit from QuakePlayer ( example: class MyPlayerClass : QuakePlayer {} ) but I get an error on startup, something to do with the player class not having a DisplayName or something like that.
Also, will there be any issues with the name "Quake" present all over the source code, copyright-wise?
-
- Posts: 66
- Joined: Wed Oct 04, 2017 2:00 pm
Re: [ZScript] Quake-style movement
Fair enough. I've changed the doom-mod branch so that MaxStepHeight and Player.JumpZ are set to the default values.Enjay wrote:Which I understand, but given that the intention here is clearly for it to work with existing maps, it will make some impossible to complete without cheating. The stepheight aside, the GZDoomguy jump height will be essential to complete some maps.
At present, classes that inherit from QuakePlayer need to define the Player.DisplayName property, themselves. Every player class is supposed to have a unique display name, but since QuakePlayer isn't meant to be used directly, I didn't think to give it one.Nash wrote:I inherit from QuakePlayer ( example: class MyPlayerClass : QuakePlayer {} ) but I get an error on startup, something to do with the player class not having a DisplayName or something like that.
I don't think so, since projects like ioquake3 get away with it. But, maybe they have special permission.Nash wrote:Also, will there be any issues with the name "Quake" present all over the source code, copyright-wise?
-
- Posts: 42
- Joined: Tue May 31, 2016 2:49 pm
Re: [ZScript] Quake-style movement
Cool mod so far. It's interesting how strafe jumping is implemented. Does that mean bunnyhopping can be potentially done with this?
-
- Posts: 236
- Joined: Wed Feb 14, 2018 8:47 pm
- Graphics Processor: nVidia with Vulkan support
Re: [ZScript] Quake-style movement
I don't suppose it would be possible for someone to make a SmoothDoom/Equilibrium Chainsaw version of this? Could be interesting
-
- Posts: 66
- Joined: Wed Oct 04, 2017 2:00 pm
Re: [ZScript] Quake-style movement
Bugfix release. v2.0 accidentally used a few ZScript functions that only exist in GZDoom v3.8. This release removes those references. See the first post for downloads.
-
- Posts: 155
- Joined: Thu Sep 03, 2015 10:45 pm
- Preferred Pronouns: No Preference
- Graphics Processor: Intel (Modern GZDoom)
Re: [ZScript] Quake-style movement
How do I make this work with Ultra Crispy and make the playerclass use it? I'm very amateur at this.
-
- Posts: 219
- Joined: Fri Nov 03, 2017 6:05 pm
Re: [ZScript] Quake-style movement
Open Ultra Crispy using Slade (hopefully you're familiar with this resource). Then navigate to the folder labeled "Actors" and locate the text file, "CB-Player.txt".Carrotear wrote:How do I make this work with Ultra Crispy and make the playerclass use it? I'm very amateur at this.
Simply change this line - ACTOR Caleb : Doomplayer replaces Doomplayer
To this - ACTOR Caleb : Quakeplayer//Doomplayer replaces Doomplayer
You'll also want to make sure to comment out the player speed as well, which is currently set to 1.1. If these steps don't work, then you may also have to comment out jumpz too. Good luck!
-
- Posts: 155
- Joined: Thu Sep 03, 2015 10:45 pm
- Preferred Pronouns: No Preference
- Graphics Processor: Intel (Modern GZDoom)
Re: [ZScript] Quake-style movement
I've done that and I get "No player classes defined" starting it up. I've swapped order and it starts fine, but it ignores the caleb playerclass and goes straight to the quakeplayer class. I'd have to summon the Beretta and machete, But that's no fun.
-
- Posts: 219
- Joined: Fri Nov 03, 2017 6:05 pm
Re: [ZScript] Quake-style movement
Ah, that's because the player definition requires a display name (...for some reason). Slight oversight on my part! Should look something like this:
ACTOR Caleb : Quakeplayer//Doomplayer replaces Doomplayer
{
Player.Displayname "Caleb"
ACTOR Caleb : Quakeplayer//Doomplayer replaces Doomplayer
{
Player.Displayname "Caleb"
-
- Posts: 155
- Joined: Thu Sep 03, 2015 10:45 pm
- Preferred Pronouns: No Preference
- Graphics Processor: Intel (Modern GZDoom)
Re: [ZScript] Quake-style movement
It works! Thanks!
-
- Posts: 38
- Joined: Tue Jan 02, 2018 9:04 pm
Re: [ZScript] Quake-style movement
How exactly do you implement the code to a .pk3 mod? Tried referencing the one that works with Doom1/2 into my mod, but ended up with an error:
You do not have the required permissions to view the files attached to this post.
-
- Posts: 66
- Joined: Wed Oct 04, 2017 2:00 pm
Re: [ZScript] Quake-style movement
Did you modify quake_player.zc, in any way? If not, look at your zscript.zc (or .txt or whatever) file. You should have the line
Look at the line immediately above that. There might be an error somewhere around there. If that line is an include, check the bottom of whatever file is being included. Sometimes errors can bleed over from one file to another, when they're being included.
Code: Select all
#include "zscript/quake_move/quake_player.zc