[Release] Parkour -- v1.1
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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.
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Re: [Release] Parkour -- v1.0
Stupid crazy bump, yes. But just an informative post to say that if anyone is trying to play Parkour in zdoom versions dated later than May 20th 2014, you won't be able to use some weapons properly.
Said zdoom version 'fixed' how A_GunFlash interacted with the select state, so the first call of it is basically null and void for all intents and purposes, making any dual weapons (chaingun included) cease to work. To fix this, go through the decorate and find any weapon that calls A_GunFlash in its select state, and whether that state terminates with a Wait or Goto Select+1 or whatever, replace that with a loop. At that point it oughta work.
Said zdoom version 'fixed' how A_GunFlash interacted with the select state, so the first call of it is basically null and void for all intents and purposes, making any dual weapons (chaingun included) cease to work. To fix this, go through the decorate and find any weapon that calls A_GunFlash in its select state, and whether that state terminates with a Wait or Goto Select+1 or whatever, replace that with a loop. At that point it oughta work.
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Re: [Release] Parkour -- v1.0
I'm still waiting for V2.0 faithfully
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Re: [Release] Parkour -- v1.0
Yes, I noticed this problem too some days ago with recent dev. build of G/ZDooM versions, some weapons never worked/appeared at all unless I killed myself and then resurrect myself and those "broken" weapons will come out and become usable, but only works on that time, if I switch and then I have kill myself again.Ryan Cordell wrote:Stupid crazy bump, yes. But just an informative post to say that if anyone is trying to play Parkour in zdoom versions dated later than May 20th 2014, you won't be able to use some weapons properly.
Said zdoom version 'fixed' how A_GunFlash interacted with the select state, so the first call of it is basically null and void for all intents and purposes, making any dual weapons (chaingun included) cease to work. To fix this, go through the decorate and find any weapon that calls A_GunFlash in its select state, and whether that state terminates with a Wait or Goto Select+1 or whatever, replace that with a loop. At that point it oughta work.
I just hope Xaser will fix them and update the mod again.
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Re: [Release] Parkour -- v1.0
Just an update, the issues seem to have been fixed with the current release of gzdoom, still playtesting. i know its a huge bump but i just wanted to clear that up
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Re: [Release] Parkour -- v1.0
Want a fun little experiment? Try running this with Hacx. It'll still work, but oh my god, the poor sprites.
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Re: [Release] Parkour -- v1.0
Reminds me of doing this:TheAdmantArchvile wrote:Want a fun little experiment? Try running this with Hacx. It'll still work, but oh my god, the poor sprites.
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Re: [Release] Parkour -- v1.0
This kind of works with Chex Quest as well, the "dual spoons" work well and their animation is smooth.
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Re: [Release] Parkour -- v1.0
I only watched the preview video and I'm already sold. This could have easily won the low filesize contest if this was released during that time.
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Re: [Release] Parkour -- v1.0
It was made for the mutator contest long ago. As I recall it placed rather high.
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Re: [Release] Parkour -- v1.0
Is there any chance of getting a .pk3 with just the walljumping feature?
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Re: [Release] Parkour -- v1.0
what was it that won now again? i think it was some kind of weapons mod?NeuralStunner wrote:It was made for the mutator contest long ago. As I recall it placed rather high.
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Re: [Release] Parkour -- v1.0
Can I modify this?
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Re: [Release] Parkour -- v1.0
@Crudux Cruo: Oh huh, no wonder I was confused -- the short version is I submitted an update of the mod to /idgames to fix the dual wielding issues a while back... aaand promptly forgot to post about it in this thread. Welp.
Shorter version: If the mod's wonky, redownload it. I should probably also change the thread title to suit.
Shorter version: If the mod's wonky, redownload it. I should probably also change the thread title to suit.
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Re: [Release] Parkour -- v1.1
Can you make a version with just the double jumping and wall jumping?
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Re: [Release] Parkour -- v1.1
I would also like to see a separate version with just the jumping awesomeness!