Less Slippery Doom Movement (May 2018 ZScript rewrite)

Post your example zscripts/ACS scripts/etc here.
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.
User avatar
Enjay
 
 
Posts: 26563
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [CODE] Less Slippery Doom Movement

Post by Enjay »

Nash wrote:(Mind you, in games like Morrowind and Oblivion, the player stops even more abruptly, despite moving so fast. :O And such was also the case with Wolf3D, if I recall)
My very first reaction when trying this was that it felt quite Wolfentein-like.
Nash wrote:Regarding the other comments about how it doesn't feel like Doom: that is to be expected... with such a huge change in the movement dynamics, of course it's not going to feel like Doom anymore. :P

Anyway, that's kind of the point - and also why I made this (so that I don't feel like I'm playing Doom anymore) so... mission accomplished, I guess. XD I'm sharing the code here because I'm sure it will be of interest to TC authors who are making mods that aren't related to Doom... plus, I recall a few people have requested a tutorial so this was long overdue anyway...
Understood. My observations weren't complaints. It's obvious that this is meant to not feel like Doom. But it is funny how many times I walk into the wall instead of going around a corner with this loaded. :lol:
User avatar
SamVision
Posts: 2425
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by SamVision »

Been playing a lot of Serious Sam lately and this feels completely normal to me.
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by amv2k9 »

This would've been heavenly for Void back in the day. Fiddly jumps with very little room for error.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Nash »

To do: when DRDTeam is back, add the missing library definition to the top of the ACS script.

In the mean time, if you find that my code is doing weird stuff when you jump in your mod, add this to the top of nashmove.acs and recompile the library:

Code: Select all

#Library "nashmove"
User avatar
Uboa
Posts: 634
Joined: Sun Feb 19, 2012 8:53 pm
Location: Poniko's House

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Uboa »

Nash wrote:To do: when DRDTeam is back, add the missing library definition to the top of the ACS script.

In the mean time, if you find that my code is doing weird stuff when you jump in your mod, add this to the top of nashmove.acs and recompile the library:

Code: Select all

#Library "nashmove"
 
Can't you just upload it somewhere else? I'd really like to try this.
User avatar
TiberiumSoul
Posts: 1066
Joined: Fri Jan 20, 2012 11:29 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: My Computer...

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by TiberiumSoul »

Uboa wrote:Can't you just upload it somewhere else? I'd really like to try this.
this^
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Nash »

Yo if anyone has the original package in the mean time, feel free to upload it. I don't have the original files like in the OP (it was a demo I hastily put together on my Desktop and I tend to delete stuff on my Desktop a lot).
User avatar
Tormentor667
Posts: 13548
Joined: Wed Jul 16, 2003 3:52 am

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Tormentor667 »

I'd be happy to have the new link as well
User avatar
Tristan885
Posts: 117
Joined: Tue Sep 04, 2012 6:11 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Canada, Québec

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Tristan885 »

I remember I had downloaded this but it's the initial release, not the one with jumping bug fixed :/ Uploaded it in case anyway: here
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Nash »

Actually, that version is the fixed version. Thanks Tristan885!
User avatar
Tristan885
Posts: 117
Joined: Tue Sep 04, 2012 6:11 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Canada, Québec

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Tristan885 »

Nash wrote:Actually, that version is the fixed version. Thanks Tristan885!
Oh well, I shouldn't have took care of the date on the file hehe, glad that solve the problem :P
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by The Zombie Killer »

I decided to do a variation of this, it simply stops your movement if the movement keys aren't pressed, and dear god it feels even worse than the original version.
I recommend that you turn of movebob so that you don't feel sick whenever you stop moving. :puke:
tzkmove.pk3
-TZK
You do not have the required permissions to view the files attached to this post.
User avatar
TheDoomGuy
Posts: 260
Joined: Thu Dec 14, 2006 4:08 am

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by TheDoomGuy »

This mod feels nice coupled with the footstep sounds mod. :)
User avatar
Rowsol
Posts: 975
Joined: Wed Mar 06, 2013 5:31 am

Re: [CODE] Less Slippery Doom Movement (jumping bug fixed)

Post by Rowsol »

I just posted a thread about how the movement feels sluggish after upgrading my video card and then I remembered seeing this. Nashmove.pk3 makes the game feel great again, thanks for this. I also tried TZK's but I don't like it as much. The weapon bob is more noticable and doomguy still has to accelerate to full speed unlike with Nashmove.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [CODE] Less Slippery Doom Movement (Dec 2013 update)

Post by Nash »

Tiny update in OP.

Return to “Script Library”