[Code] Footsteps - v5 released!

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Skrell
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by Skrell »

Possible BUG: No footsteps on grass texture....this works in gzdoom footsteps v3 btw.
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doomfiend
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by doomfiend »

Not sure if its a bug but, I tried playing a map with 1 script and the foot steps stopped working. I would go in Doombuilder and remove the script and suddenly the foot steps work again. has anyone else noticed this?

Noticing the Zandronum 2.0 beta builds crashes on loadup

https://www.dropbox.com/s/0f0gxdqy4iqqy ... 4.bmp?dl=0
gjk2014
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by gjk2014 »

YES this is what I've been waiting for for Zandroum! To make this even better you can add this simple code in the SNDINFO.

$random jumping {pljump nullsound}
$playeralias player male *land step

step step (Or whatever you want to call it)

This is the sound of steps when you land on the ground from a high place.
This doesn't work with certain textures to make different sounds but its good enough for me.
Here is a link to give you an example of the sound.

https://www.dropbox.com/sh/ywxi9h9dqwb9 ... PfG6a?dl=0
gjk2014
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by gjk2014 »

I've encountered a minor bug while playing this with Zandronum. After a while the doomguy pain sounds doesn't even make a sound anymore. I don't know maybe other wads I play with are the problem?
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Ozymandias81
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by Ozymandias81 »

Here you are some steps of mine used for Gore project. They'll surely come in handy for this! (credits included)
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The Zombie Killer
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by The Zombie Killer »

Sorry for the late replies, forgot about this for a little bit.
doomfiend wrote:Noticing the Zandronum 2.0 beta builds crashes on loadup
That's because Zandronum 2.0 has the old 999 script limit, which I didn't know it had at the time. I'll be rewriting this library in GDCC soon (but I'll still have the ACS version for people who don't want to use GDCC for some reason).
Ozymandias81 wrote:Here you are some steps of mine used for Gore project. They'll surely come in handy for this! (credits included)
Thanks! I'll take a look at 'em
Skrell
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by Skrell »

Glad to see this is still being worked on as it is one of my fav mods ever! :)
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PRIMEVAL
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by PRIMEVAL »

Uh, bump.

Really like what you're doing here with this mod. Much better footsteps than what most others mods do, which is dropping an actor or something that you can hear trail off behind you as you're running. I've tried adding my own textures to the list but it's not working. I only hear the Default Step sound when it's supposed to be Water. I've changed what was needed, both the Languages and the foot.acs lumps, but to no avail. Any help on this issue would be much appreciated. Keep up the fantastic work!
Skrell
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by Skrell »

Yes please update soon as this is a great mod! :-)
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The Zombie Killer
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by The Zombie Killer »

I'll probably be rewriting and updating all of my resources soon, replacing the ACS with GDCC code (basically C for Doom), as well as putting them all on my GitHub.
Skrell
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by Skrell »

awesome!!
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The Zombie Killer
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Re: [Code] Footsteps - v4 released! Zandronum support!

Post by The Zombie Killer »

The entire project has been re-written in C, additionally, there is no longer any need to recompile the source code to add new textures to the list, it's all done in LANGUAGE now.
Check it out here.

My other projects will gradually be added to this repository as they are rewritten with GDCC.
Please note that the footsteps project won't work in Zandronum yet due to it seemingly lacking support for FixedSqrt in ACS.

You can find a pre-built version of the project in the OP.
Skrell
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Re: [Code] Footsteps - v5 released!

Post by Skrell »

1. Thank you for this!!
2. I'm a little confused...you added support in v4 for Zandronum and then removed it for v5? One of my favorite aspects of this MOD was the Zandro support :( Is there any way the FixedSqrt function could be approximated to something that would work in Zandro?
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The Zombie Killer
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Re: [Code] Footsteps - v5 released!

Post by The Zombie Killer »

Skrell wrote:2. I'm a little confused...you added support in v4 for Zandronum and then removed it for v5? One of my favorite aspects of this MOD was the Zandro support :( Is there any way the FixedSqrt function could be approximated to something that would work in Zandro?
It's because I changed how some of it works, I'm using some better code to detect how fast the player is moving, which uses the FixedSqrt function. I could probably add some extra code to bring back Zandronum compatibility though. I'll definitely give it a go.
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Caligari87
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Re: [Code] Footsteps - v5 released!

Post by Caligari87 »

Why was it rewritten in C, and how? I thought ZDoom only supported ACS. Are you writing in C and then compiling the library to the appropriate bytecode or something?

Forgive me, I'm unsure how this works and curious about the rationale.

8-)

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