ZMovement 3.2.1

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Dr. Lugawi
Posts: 10
Joined: Wed Apr 01, 2020 12:55 pm

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Dr. Lugawi »

Atticuszed wrote:I don't know why, but FinalDoomer of all things overrides most if not all of zMovement's movement options. I don't suppose there's a patch for this one...? IO couldn't find it.
I've made a patch, since i also noticed this.

Make sure to load BEFORE FinalDoomer.
You do not have the required permissions to view the files attached to this post.
buxomdev
Posts: 3
Joined: Sun Nov 01, 2020 4:11 am
Graphics Processor: nVidia (Modern GZDoom)

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by buxomdev »

Hey there. I wanted to know, do the devs permit the use of ZMovement in commercial projects? I couldn't find anything relating to licensing in the OP.
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TheBeardedJedi
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Joined: Thu Mar 28, 2013 9:03 pm

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by TheBeardedJedi »

@Ivory Duke This is a great mod. I already made compatiblity patches successfully with Brutal Doom, EOA, Doom (Eternal) 4 Doom, and a few others. My question is could you give me some advice on how to get it working in Brutal Doom 64? I treated it the same as the others, copying/pasting the player info and replacing "actor 64DoomPlayer : PlayerPawn Replaces DoomPlayer" with the ZMovePlayer entry in many different ways, but it never registers in the game. Any help would be greatly appreciated, thanks!
rhyrhygogo
Posts: 35
Joined: Sun Sep 06, 2020 8:09 am

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by rhyrhygogo »

TheBeardedJedi wrote:@Ivory Duke This is a great mod. I already made compatiblity patches successfully with Brutal Doom, EOA, Doom (Eternal) 4 Doom, and a few others. My question is could you give me some advice on how to get it working in Brutal Doom 64? I treated it the same as the others, copying/pasting the player info and replacing "actor 64DoomPlayer : PlayerPawn Replaces DoomPlayer" with the ZMovePlayer entry in many different ways, but it never registers in the game. Any help would be greatly appreciated, thanks!
Wait you made a BD and D4D patch? pls give I need it
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TheBeardedJedi
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by TheBeardedJedi »

Sure! But...I don't know how to host files. What's the best and most hands-off way?

EDIT: Here they are:
Brutal Doom: http://www.mediafire.com/file/1pwkjkwqe ... m.pk3/file
EOA: http://www.mediafire.com/file/d5p7obdpo ... A.pk3/file
D(Eternal)4D: http://www.mediafire.com/file/w5w4oo7qm ... D.pk3/file

Be sure to load them last in the load order, enjoy!
rhyrhygogo
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Joined: Sun Sep 06, 2020 8:09 am

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by rhyrhygogo »

Thanks thanks!!
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Dr. Lugawi
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Dr. Lugawi »

TheBeardedJedi wrote:Sure! But...I don't know how to host files. What's the best and most hands-off way?

EDIT: Here they are:
Brutal Doom: http://www.mediafire.com/file/1pwkjkwqe ... m.pk3/file
EOA: http://www.mediafire.com/file/d5p7obdpo ... A.pk3/file
D(Eternal)4D: http://www.mediafire.com/file/w5w4oo7qm ... D.pk3/file

Be sure to load them last in the load order, enjoy!
google drive is usually pretty good
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Ivory Duke
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Ivory Duke »

As mentioned in my DoomFrag post I am no longer involved in Doom modding.
You are free to discuss anything related to the mod and post link to patches you make here, but please do not expect me to contribute anything.
Sorry but any help requests will not be met.

As I wrote in the DoomFrag thread it's yours to do whatever you want but you are on your own.
rhyrhygogo
Posts: 35
Joined: Sun Sep 06, 2020 8:09 am

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by rhyrhygogo »

Ivory Duke wrote:As mentioned in my DoomFrag post I am no longer involved in Doom modding.
You are free to discuss anything related to the mod and post link to patches you make here, but please do not expect me to contribute anything.
Sorry but any help requests will not be met.

As I wrote in the DoomFrag thread it's yours to do whatever you want but you are on your own.
Ah that's sad to here but Best luck in the future man
rhyrhygogo
Posts: 35
Joined: Sun Sep 06, 2020 8:09 am

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by rhyrhygogo »

I don't suppose someone else knows how to update the trailblazer patch
blakecasimir
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Joined: Fri Mar 18, 2016 9:11 pm

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by blakecasimir »

Ivory Duke wrote:As mentioned in my DoomFrag post I am no longer involved in Doom modding.
You are free to discuss anything related to the mod and post link to patches you make here, but please do not expect me to contribute anything.
Sorry but any help requests will not be met.

As I wrote in the DoomFrag thread it's yours to do whatever you want but you are on your own.
If this is confirmation of commercial use being allowed with attribution, it's appreciated, Ivory Duke. I would be interested in making a simple Build-style movement (or at least a movement style with much less inertia) for my project and this is a great platform to build (ho ho) such things upon. Thank you kindly for your excellent work with this mod.
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Ivory Duke
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Ivory Duke »

If this is confirmation of commercial use being allowed with attribution, it's appreciated, Ivory Duke
This reminds me people can indeed make commercial products in GZDoom, I admit I had totally forgotten about it.
Sorry, if you make money out of it you wil have to look at the EDuke32 source code on your own and do your movement port.
Before you ask, I do not remember which file you have to look into and I will not assist you with that.
http://wiki.eduke32.com/wiki/Acquiring_ ... ource_Code
I do wonder though it there are issues with using that code for a commercial release though. I am not a license expert so I will not express a half assed opinion about it.

I will have to adjust the description in the post.
blakecasimir
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Joined: Fri Mar 18, 2016 9:11 pm

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by blakecasimir »

Ivory Duke wrote:
If this is confirmation of commercial use being allowed with attribution, it's appreciated, Ivory Duke
This reminds me people can indeed make commercial products in GZDoom, I admit I had totally forgotten about it.
Sorry, if you make money out of it you wil have to look at the EDuke32 source code on your own and do your movement port.
Before you ask, I do not remember which file you have to look into and I will not assist you with that.
http://wiki.eduke32.com/wiki/Acquiring_ ... ource_Code
I do wonder though it there are issues with using that code for a commercial release though. I am not a license expert so I will not express a half assed opinion about it.

I will have to adjust the description in the post.
Thanks for making this clear.

I don't think most creators here would want to go through the potential difficulty.

Personally, I would just like to find a simple solution to reducing the friction / inertia of player movement, for my project. ZMovement does far more than I would need.
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Ivory Duke
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Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by Ivory Duke »

Since you gave me a polite reply here is a quick rundown on what to do to get better friction:
1 - process the user inputs rotating them in order to create a vector that pushes player relatively to the angle it is looking;
2 - apply your favorite flavor of friction to the velocity of the previous tic;
3 - add the vector generated at step 1 to your current velocity.

It is ESSENTIAL that friction is applied to velocity before you add the player input vector on top otherwise it will just not work.
See this Quake ground movement for reference.

Code: Select all

void QuakeGroundMove()
	{
		Usercmd cmd = ZMPlayer.cmd;
		
		//Directional inputs
		Acceleration.XY = RotateVector((cmd.forwardmove, - cmd.sidemove), Angle);
		
		//Friction
		QuakeFriction(MaxGroundSpeed, 6.f);
	
		//Acceleration
		QuakeAcceleration((SafeUnit2(Acceleration.XY), 0), MaxGroundSpeed, Pain ? 1.f : 10.f / MoveFactor);
	}
You can use ZMovement as a reference for your own code but please do not copy paste blindly.
First of all, what is the point of that.
Second of all, as specified in the main post, ZMovement is not an optimized piece of code cause it has to continuosly juggle all the customization options.
So use it as a reference, put some effort, and come up with your own interpretation.
64palm
Posts: 58
Joined: Sat Apr 10, 2021 7:18 am
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: ZMovement 3.2.1: Final update (unless serious bugs)

Post by 64palm »

im used delta touch gzdoom V3.8.2 but error

but when im used lzdoom 384 its working and very awesome
thank you for make this addon

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