[Code] Footsteps - v5 released!

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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [Code] Footsteps - v5 released!

Post by The Zombie Killer »

I'd imagine so, are you running any mods alongside it?
anotherthrowawayacct
Posts: 2
Joined: Sat May 28, 2016 6:33 am

Re: [Code] Footsteps - v5 released!

Post by anotherthrowawayacct »

Hello there!

Been following the instruction posted on GitHub, was doing fine until the actual compilation. While compiling the very first file, "gdcc-as.exe has stopped working" error appeared, and when dismissed, was followed by a "gdcc-ld.exe has stopped working". Could you please pinpoint to possible solution?

zk-resources: Latest commit 214f392 on May 2, 2015
gdcc: gdcc_v0.9.3-20-gb386c33_win64.7z
OS: Windows 7, 64-bit
Spoiler: Batch output
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The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [Code] Footsteps - v5 released!

Post by The Zombie Killer »

anotherthrowawayacct wrote:Hello there!

Been following the instruction posted on GitHub, was doing fine until the actual compilation. While compiling the very first file, "gdcc-as.exe has stopped working" error appeared, and when dismissed, was followed by a "gdcc-ld.exe has stopped working". Could you please pinpoint to possible solution?

zk-resources: Latest commit 214f392 on May 2, 2015
gdcc: gdcc_v0.9.3-20-gb386c33_win64.7z
OS: Windows 7, 64-bit
Spoiler: Batch output
There have been some issues with recent GDCC builds, I recommend using an older version of GDCC, combined with the "lib" folder from the latest version until David fixes it.
anotherthrowawayacct
Posts: 2
Joined: Sat May 28, 2016 6:33 am

Re: [Code] Footsteps - v5 released!

Post by anotherthrowawayacct »

Would you suggest which one exactly? I tried quite a few, both early and recent, and none succeeded.

Edit: gdcc_v0.7.0_win32.7z works well. I really think I have tested it before to no avail...
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Rowsol
Posts: 982
Joined: Wed Mar 06, 2013 5:31 am

Re: [Code] Footsteps - v5 released!

Post by Rowsol »

The zdoom link is dead. Can you upload again please?

edit: Didn't realize you had a newer thread.
sweety80
Posts: 39
Joined: Thu Jun 30, 2016 10:37 pm

Re: [Code] Footsteps - v5 released!

Post by sweety80 »

Rowsol wrote:The zdoom link is dead. Can you upload again please?

edit: Didn't realize you had a newer thread.
footsteps sound version(?) http://www.mediafire.com/download/hup0y ... tsteps.pk3\
And Thank you The Zombie Killer
Last edited by sweety80 on Wed Aug 24, 2016 8:33 pm, edited 1 time in total.
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Rowsol
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Re: [Code] Footsteps - v5 released!

Post by Rowsol »

Thanks!
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Fused
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Joined: Wed Jul 02, 2014 2:44 pm

Re: [Code] Footsteps - v5 released!

Post by Fused »

Hey there. I downloaded the zandronum version and there was and issue where it only played default sounds. I noticed your stricompz() function returns the opposite of what you wanted to know, so that fixes the problem I had.
Just wanted to let you know in case you still work on this for zandronum, considering I see the links have been dead for months now.

Code: Select all

-	if (stricmpz(langDef, stepSound))
+	if ( !stricmpz(langDef, stepSound) )
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The Zombie Killer
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Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [Code] Footsteps - v5 released!

Post by The Zombie Killer »

I'm aware of that issue, yeah. It's still being worked on, I just haven't had a lot of time lately due to exams, assignments and other things.

There's a new build technically ready for release (it's actually used in D4D right now), I just haven't gotten around to actually releasing it yet
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Barny-kun
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Location: Inside your mind

Re: [Code] Footsteps - v5 released!

Post by Barny-kun »

By any chance would it be possible to add a feature where the player make no footstep sounds when not running?
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Hexereticdoom
Posts: 661
Joined: Thu Aug 08, 2013 1:30 pm
Graphics Processor: nVidia with Vulkan support
Location: Spain

Re: [Code] Footsteps - v5 released!

Post by Hexereticdoom »

Hi everyone... You know what? During these last days I have been working in a Footsteps customized version for being fully compatible with Heretic game, and now it's already finished! :)

This file is based in Footsteps v4 (for me it's better than v5), and it includes some optimizations in code and removed some unnecessary elements, and all sound files have been converted from WAV/FLAC to OGG format. So then, feel free to download and try it, and if you encounter any possible bugs, do not hesitate to report them.

DOWNLOAD FOOTSTEPS V4.5 FOR HERETIC

(All credits goes to the original addon's creator, TheZombieKiller).
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Midnight_King
Posts: 39
Joined: Fri Mar 16, 2018 2:56 am

Re: [Code] Footsteps - v5 released!

Post by Midnight_King »

I'm just wandering if anyone knows where DOOM keeps the mech style footsteps, or if someone has a link to a soundfile I can replace the default ones with.

I'm going for mech footsteps.
NaliSeed
Posts: 8
Joined: Fri May 25, 2018 6:48 am

Re: [Code] Footsteps - v5 released!

Post by NaliSeed »

Dammit, I've been trying to get this file for a while now, but everytime I get this message:

"Error (429)
This link is temporarily disabled. The person who shared it hit their daily limit of traffic or downloads. Learn about traffic limits."

Could anyone please provide a working link, I need the ZDoom version.
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phantombeta
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Operating System Version (Optional): Windows 10
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Location: Brazil

Re: [Code] Footsteps - v5 released!

Post by phantombeta »

Just use the Github link. Click the "Clone or download" button then click "Download ZIP".
NaliSeed
Posts: 8
Joined: Fri May 25, 2018 6:48 am

Re: [Code] Footsteps - v5 released!

Post by NaliSeed »

That worked. Thanks.

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