[Code] Footsteps - v5 released!
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: 362
- Joined: Mon Mar 25, 2013 11:47 am
Re: [Code] Footsteps - v4 released! Zandronum support!
Possible BUG: No footsteps on grass texture....this works in gzdoom footsteps v3 btw.
-
- Posts: 526
- Joined: Sun Aug 27, 2006 6:10 am
- Location: some where
Re: [Code] Footsteps - v4 released! Zandronum support!
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
Noticing the Zandronum 2.0 beta builds crashes on loadup
https://www.dropbox.com/s/0f0gxdqy4iqqy ... 4.bmp?dl=0
-
- Posts: 18
- Joined: Sun Apr 13, 2014 9:20 pm
Re: [Code] Footsteps - v4 released! Zandronum support!
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
$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
-
- Posts: 18
- Joined: Sun Apr 13, 2014 9:20 pm
Re: [Code] Footsteps - v4 released! Zandronum support!
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?
-
- Posts: 2067
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
Re: [Code] Footsteps - v4 released! Zandronum support!
Here you are some steps of mine used for Gore project. They'll surely come in handy for this! (credits included)
You do not have the required permissions to view the files attached to this post.
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [Code] Footsteps - v4 released! Zandronum support!
Sorry for the late replies, forgot about this for a little bit.
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).doomfiend wrote:Noticing the Zandronum 2.0 beta builds crashes on loadup
Thanks! I'll take a look at 'emOzymandias81 wrote:Here you are some steps of mine used for Gore project. They'll surely come in handy for this! (credits included)
-
- Posts: 362
- Joined: Mon Mar 25, 2013 11:47 am
Re: [Code] Footsteps - v4 released! Zandronum support!
Glad to see this is still being worked on as it is one of my fav mods ever!
-
- Posts: 167
- Joined: Fri Jan 13, 2012 12:58 pm
- Location: Cleveland
Re: [Code] Footsteps - v4 released! Zandronum support!
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!
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!
-
- Posts: 362
- Joined: Mon Mar 25, 2013 11:47 am
Re: [Code] Footsteps - v4 released! Zandronum support!
Yes please update soon as this is a great mod!
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [Code] Footsteps - v4 released! Zandronum support!
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.
-
- Posts: 362
- Joined: Mon Mar 25, 2013 11:47 am
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [Code] Footsteps - v4 released! Zandronum support!
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.
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.
-
- Posts: 362
- Joined: Mon Mar 25, 2013 11:47 am
Re: [Code] Footsteps - v5 released!
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?
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?
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [Code] Footsteps - v5 released!
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.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?
-
- Admin
- Posts: 6191
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
Re: [Code] Footsteps - v5 released!
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.
Forgive me, I'm unsure how this works and curious about the rationale.