yum13241 wrote: ↑Mon May 26, 2025 4:24 am Hey Mr. Mir, I made the patch for you, but I'll tell you (and everyone else) how it's done, just to save you all the time.
Spoiler: How to create a ZMove Patch (hopefully is useful)All my ZMove patches (including the EVP one) can be found here at https://mega.nz/folder/yZYzDBBZ#TeHg8_DslM-KZ5oTfSyq1g.
ZMovement 3.2.1
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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.
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Re: ZMovement 3.2.1
Many thanks!
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Re: ZMovement 3.2.1
You're welcome!
(also, you don't need to quote to reply)
(also, you don't need to quote to reply)
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Re: ZMovement 3.2.1
@yum13241 I need your help with making a patch for Golden Souls 1 Remastered.
I get the Zmove working but no starting weapon or hud, which are from DECORATE gplayer.dec file.
Golden Souls 1 Remastered actually has both a DECORATE player class that inherits "Actor GSPlayer : ZGSPlayer" and a ZScript that then inherits "class ZGSPlayer : DoomPlayer".
UPDATE: I figured it out! Thanks yum13241 for your earlier post about making patches.
I did like I originally thought and did both the DECORATE and ZScript patch methods but I also needed the MAPINFO playerclasses = GSPlayer in the patch's lump.
Also had the DECORATE actor that inherited from the ZGSPlayer class to not only inherit from ZMoveplayer but also replace ZGSPlayer that it originally inherited from.
Changes made to get the patch file working, hope it helps others out.
--------------------------
1) Copy directory and file: decorate/gplayer.zc into patch file
- Change the actor inheritance to "Actor GSPlayer : ZMovePlayer replaces ZGSPlayer"
- Was originally "Actor GSPlayer : ZGSPlayer"
2) Copy zscript/zplayer.zv into ZScript directory.
- Zscript/ZMovePlayer.ZMV code placed at the top of Zscript/zplayer.zc with the original class ZGSPlayer to inherit from ZMovePlayer like usual then delete the ZMovePlayer.ZMV and the #include for that file in ZSCRIPT.ZMV.
3) In the MAPINFO.ZMV change PlayerClasses inside gameinfo to match the target mod's mapinfo.txt PlayerClasses inside gameinfo.
- PlayerClasses = "GSPlayer"
------------------------
I get the Zmove working but no starting weapon or hud, which are from DECORATE gplayer.dec file.
Golden Souls 1 Remastered actually has both a DECORATE player class that inherits "Actor GSPlayer : ZGSPlayer" and a ZScript that then inherits "class ZGSPlayer : DoomPlayer".
UPDATE: I figured it out! Thanks yum13241 for your earlier post about making patches.
I did like I originally thought and did both the DECORATE and ZScript patch methods but I also needed the MAPINFO playerclasses = GSPlayer in the patch's lump.
Also had the DECORATE actor that inherited from the ZGSPlayer class to not only inherit from ZMoveplayer but also replace ZGSPlayer that it originally inherited from.
Changes made to get the patch file working, hope it helps others out.
--------------------------
1) Copy directory and file: decorate/gplayer.zc into patch file
- Change the actor inheritance to "Actor GSPlayer : ZMovePlayer replaces ZGSPlayer"
- Was originally "Actor GSPlayer : ZGSPlayer"
2) Copy zscript/zplayer.zv into ZScript directory.
- Zscript/ZMovePlayer.ZMV code placed at the top of Zscript/zplayer.zc with the original class ZGSPlayer to inherit from ZMovePlayer like usual then delete the ZMovePlayer.ZMV and the #include for that file in ZSCRIPT.ZMV.
3) In the MAPINFO.ZMV change PlayerClasses inside gameinfo to match the target mod's mapinfo.txt PlayerClasses inside gameinfo.
- PlayerClasses = "GSPlayer"
------------------------
Last edited by Level12Lobster on Mon Jun 16, 2025 1:03 am, edited 1 time in total.
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Re: ZMovement 3.2.1
@Ivory Duke I noticed in the menu that "Still Weapon Bobbing" said Unknown. I checked the CVARINFO and noticed that "zm_stillbob" was not included.
I then went to the KEYCONF and checked "zmove_reset" and noticed all of the bob settings (movebob, stillbob, wbobspeed, zm_stillbob) were missing as well as "zm_wjdoublejumprenew" and "zm_dropprevention"
The default "max ground speed" is set to 12 when it should be 16.6, as vanilla doom has max run speed of 16.666 map units per second.
Maps that utilize rows of crushers and such are configured around doomguy moving at this speed and having it set to 12 makes these types of challenges impossible.
Example: Golden Souls Remastered - Fall Weather Castle map, which has a mandatory crusher hallway to progress.
Of course, the cap for max ground speed is 15 so I had to change it to 20.
I originally got this mod because I hated just how slippery Doomguy is.
Taking 1 second on small tap movement, 1.5 second from full speed and up to 2 seconds if you slide of a small ledge, such as stairs.
That said, the default value of friction set to 6 is near instant stop. This is vary jarring when coming from with out this mod.
I found a nice compromise that makes friction match the weapon sway animation, which feels snappy but still like Doom.
I set the default friction to 2. The default is suppose to be an accurate or close enough to the given selected movement type and the slider exist to match personal preference.
Having the friction default at 2 makes both the player movement and visual aspect of the movement sync up, which I think matches the intent of this mod much better than the near instant stopping of 6.
I noticed air control on DOOM movement is so low that directional input has almost no effect.
Jumping is essentially a yolo maneuver as you won't be able to use direction input to slow velocity or change direction after jumping. Full commit only.
This made any parkour style map not enjoyable at all. I messed with it a bit and compared to with out the mod and found a decent spot for it.
ZMovePlayer.ZMV [line 1275] Acceleration.XY = (MaxGroundSpeed / 42.f) * SafeUnit2(Acceleration.XY);
I then went to the KEYCONF and checked "zmove_reset" and noticed all of the bob settings (movebob, stillbob, wbobspeed, zm_stillbob) were missing as well as "zm_wjdoublejumprenew" and "zm_dropprevention"
The default "max ground speed" is set to 12 when it should be 16.6, as vanilla doom has max run speed of 16.666 map units per second.
Maps that utilize rows of crushers and such are configured around doomguy moving at this speed and having it set to 12 makes these types of challenges impossible.
Example: Golden Souls Remastered - Fall Weather Castle map, which has a mandatory crusher hallway to progress.
Of course, the cap for max ground speed is 15 so I had to change it to 20.
I originally got this mod because I hated just how slippery Doomguy is.
Taking 1 second on small tap movement, 1.5 second from full speed and up to 2 seconds if you slide of a small ledge, such as stairs.
That said, the default value of friction set to 6 is near instant stop. This is vary jarring when coming from with out this mod.
I found a nice compromise that makes friction match the weapon sway animation, which feels snappy but still like Doom.
I set the default friction to 2. The default is suppose to be an accurate or close enough to the given selected movement type and the slider exist to match personal preference.
Having the friction default at 2 makes both the player movement and visual aspect of the movement sync up, which I think matches the intent of this mod much better than the near instant stopping of 6.
I noticed air control on DOOM movement is so low that directional input has almost no effect.
Jumping is essentially a yolo maneuver as you won't be able to use direction input to slow velocity or change direction after jumping. Full commit only.
This made any parkour style map not enjoyable at all. I messed with it a bit and compared to with out the mod and found a decent spot for it.
ZMovePlayer.ZMV [line 1275] Acceleration.XY = (MaxGroundSpeed / 42.f) * SafeUnit2(Acceleration.XY);
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Re: ZMovement 3.2.1
The crouch slide performed near identical to the dash but with just different animations/sound.
Since crouch is something that is always on with this mod and commonly turned on with source, along with freelook and jump, I wanted crouch slide to behave more like other games that use it.
Considering that Doom is a mostly PvE shooter, I went with the Darktide game style crouch slide feel. Makes it more tactical and something that can be enabled by default.
Made crouch slide strength default to 1.5 and crouch slide duration to 6, which means I had to adjust the minimum down.
Now the dash and crouch slide can coexist together and serve different purposes.
Since I was in the MENUDEF.ZMV I checked through them to make sure they all had the ability to set boosts values to 1 and durations to something low, in case you someone wanted that.
The sliders are there for the purpose of letting users decide how little or how much they want.
Max ground speed got upped to 20. Dash boost min lowered to 1. wall jump boost min lowered to 1. Crouch slide strength min lowered to 1 and duration min lowered to 2. Quake slide duration min lowered to 4.
Elevator jump should be on by default as for some reason it just felt off from before using this mod when trying to jump of platforms that go up and down.
After adding this mod, was having problems trying to jump between two platforms that go up and down to reach a ledge. It really felt like my jump was just gimped at certain points of the elevator goin up/down.
Turning elevator jump on, with default values made it feel correct. Jump always felt consistent, regardless of whether the elevator platform was going up/down.
I don't see a reason that quake wall friction and drop prevention should be off by default. Already adding a movement based mod and those options are subtle QOL.
Since crouch is something that is always on with this mod and commonly turned on with source, along with freelook and jump, I wanted crouch slide to behave more like other games that use it.
Considering that Doom is a mostly PvE shooter, I went with the Darktide game style crouch slide feel. Makes it more tactical and something that can be enabled by default.
Made crouch slide strength default to 1.5 and crouch slide duration to 6, which means I had to adjust the minimum down.
Now the dash and crouch slide can coexist together and serve different purposes.
Since I was in the MENUDEF.ZMV I checked through them to make sure they all had the ability to set boosts values to 1 and durations to something low, in case you someone wanted that.
The sliders are there for the purpose of letting users decide how little or how much they want.
Max ground speed got upped to 20. Dash boost min lowered to 1. wall jump boost min lowered to 1. Crouch slide strength min lowered to 1 and duration min lowered to 2. Quake slide duration min lowered to 4.
Elevator jump should be on by default as for some reason it just felt off from before using this mod when trying to jump of platforms that go up and down.
After adding this mod, was having problems trying to jump between two platforms that go up and down to reach a ledge. It really felt like my jump was just gimped at certain points of the elevator goin up/down.
Turning elevator jump on, with default values made it feel correct. Jump always felt consistent, regardless of whether the elevator platform was going up/down.
I don't see a reason that quake wall friction and drop prevention should be off by default. Already adding a movement based mod and those options are subtle QOL.
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Re: ZMovement 3.2.1
It's great you were able to figure it out, I wasn't checking this forum when you made your post.
I think the weapon bobbing CVARs not working may be a consequence of me using the Base Patch, just because I was accustomed to it.
I think the weapon bobbing CVARs not working may be a consequence of me using the Base Patch, just because I was accustomed to it.