Ivory Duke Posted June 7, 2019 (edited) WHEN UPDATING TO NEWER VERSION MAKE SURE TO USE THE DEDICATED BIND TO RESET TO DEFAULT VALUES TO AVOID WEIRD BEHAVIORS AND KEEP IN MIND ALL EXTRA MOVEMENT FEATURES ARE TURNED OFF BY DEFAULT. IF YOU USE ANY CHUNK OF CODE CONTAINED IN THIS MOD THAT IS MY ORIGINAL CODING YOU MUST CREDIT ME. NO NEED TO ASK PERMISSION. ZMovement is a mod whose goal is providing players with extensive movement customization. Furthermore, in the main release there are extra txt files containing the different movement modes separated for modders who are looking to plug one of them into their mods.GZDOOM 3.8.0 OR HIGHER IS REQUIREDHow does it work? - chose your flavor of ground movement, and decide how tight/slidey you want the friction to be. You can choose between Doom, Build Engine, Quake, and UT style friction; - pick an air movement type between Build Engine, Dusk, Painkiller, Quake, and UT; - turn on whatever optional feature you want to add. We have double jumps, Quake 2 style ramp jumps, ground dashes, air dashes, crouchslides (traditional or Quake style), UT style elevator jumps, walljumps, and wallslide; - best of all, all of these are customizable through the extensive menu options and sliders. IMPORTANT: this mod ignores whatever are the jumping, crouching, and mouselook settings of the mapset you are going to load with it and makes them on by default. Be responsable and do not sequence break map. Cool kidz play maps the way their creator intended them to be played. All of the included movement modes are not meant to be an 100% identical to the original ports. Of course this is not an excuse for whatever behaviors I might have missed to port and/or whichever bugs you might run into. When using Painkiller movement it is possible to execute trick jump like in the original. Although they are really hard to pull off. BOBBING NOTES: Spoiler ZMovement uses a custom made bobbing logic based on more modern FPS games. The player code also includes 4 new bobbing animations (Bob_Build, Bob_Dusk, Bob_Painkiller, Bob_UT). To use them you will need to replace one of the standard GZDoom bobbings with one of those. For example to apply Bob_UT replace case Bob_Normal: XBob = BobXMulti * cos(BobAngle); YBob = BobYMulti * abs(sin(BobAngle)); with case Bob_Normal: XBob = 1.5 * BobXMulti * cos(BobAngle); YBob = BobYMulti * sin(2 * BobAngle); And choose Normal as BobStyle in your weapon code RESET TO DEFAULT VALUES THROUGH THE DEDICATED BIND AFTER UPDATING! DOWNLOAD As mentioned in the title this is most likely the final version of ZMovement unless other non minor bugs are discovered (which you are free to report without hesitation). Since this is where people are most likely to actually read what I write I take the opportunity to thank everybody who has been following and supported this project of mine. Being featured in the DoomWorld Minimod safari was a very welcome surprise. CHANGELOG 3.2 - 3.2.1 3.2.1 Changes: - lowered Doom air control (by a lot) to be more faithful to both Doom 2 and 4 (sorry Doom 3, once again nobody cares about you even if you were a decent horror fps); - slightly reworked the dash cooling logic to allow air dash shortly after a wall jump; - you can no longer double jump right when you dash, and at least 5 tics have to pass after a jump or dash before you can execute a double jump; - rewritten the speedometer to be always displayed near the center of the screen and not show up during Titlemaps; - the menu tooltip now disappears for 2 seconds after you click the mouse or keys to change the option value. Bugfixes: - fixed automatically double jumping after dropping off a ledge if auto jump is turned off and if jump is pressed; - fixed being unable to use AirDash if WallJump is turned on as well; - fixed ledge grabbing glitching out when trying to back out of thin ledges (partial logic rewrite); - fixed Quake ground movement having abnormal circle jumping acceleration with certain friction values; - fixed weapon sprites sway and offset glitching out with certain weapons. 3.2 New Features: - added option to have a more Quake like wall friction; - new-ish option menu, now the tooltip is displayed near your mouse pointer after it has been on top of the option label for a second. Changes: - general optimization, partly thanks to functions I previously did not know existed (SetPos(), SetXYZ(), CheckMove() etc. etc.) but mostly because of generally improved knowledge; - total rework of the bobbing logic to be more lightweight and not behave differently depending on the framerate; - removed a few redundant or useless cvars. Bugfixes: - fixed jumping acting janky on 3D slopes less steep than 45 degress; - fixed crouch toggle not working; - fixed AirDash not granting speed boost for Dusk, Painkiller, and Quake movement modes; - fixed player being shot in a bottomless black void when using Quake Movement when releasing all directional inputs after moving against a convex corner. Where is the universal addon Ivory? You said you would make it! You are a liar! A cheater and a liar! It will be released eventually, when I have time to properly work on it and when I am happy with the result. In the meantimeGET MOD PATCHES HERE Mod patches are standalone and do not require ZMovement to be loaded together. D4T, TrailBlazer, GMOTA, High Noon Drifter, Smooth Doom, QC:DE. QC:DE gets an extra patch marked "accurate" cause I added my Crosshair Accurate codebase to the weapons. Sad your favorite mod is not among the patches I have made? Learn how to make your own patch with this guide.HOW TO CREATE A PATCH Feel free to ask me for help if you can't make things happen. CREDITS: Spoiler - Ivory Duke: all original coding; - ijon: endless source of inspiration and motivation; - New Blood, People Can Fly, id Software: sounds; - Michaelis, DoomKrakken: answering my ZScript related questions; - Gutawer: speedometer. Old Changelogs Spoiler CHANGELOG 3.1 New features: Added an option to set which direction the weapon sprites offset vertically when in the air (same or opposite direction you are moving). Changes: - final round of code cleanup and optimization; - increased Doom, Dusk, and Quake movements authenticity; - removed strafe speed customization cause its implementation was half assed and a proper one would have required many extra lines of code. Fixes: - fixed an auto jump related issue; - fixed bobbing looking like trash during/right after a ground dash; - fixed bobbing looking glitchy if direction was changed repeatedly in short amounts of time with certain movement modes; - fixed an issue where sometimes player morph could make the engine crash; - fixed an issue where you could not double jump after a dash with UT movement (that's a bruh moment right there); - fixed an issue where if you air dashed and then ledge grabbed upon landing on the ground movement would act weird; - other minor fixes. Mod patches specific stuff: when you morph into a demon in QCDE, HND, and D4T you will no longer be able to use dashes, ledge grabbing, hooks, etc etc (I still have to address the Spectre morph issue where you cannot use the ram attack) CHANGELOG 3.0 New features: - grappling hook. Pick between pull or pendulum physics; - added vanilla Doom movement mode; - water and air movements tailored to each movement mode. Changes: - Painkiller movement will not lose speed going up stairs, for the most part; - improved jump behavior on slopes. When going up hill jump height will be scaled up according to how steep is the slope, going down usual jump height is applied; - the Build Engine landing animation code is not a broken hunk of junk anymore, now it just works (TM); - added a check for ledgegrabbing that scans environment for solid actors right above players. If there are, ledge grab will not be initiated; - slightly changed the air dash behavior of Build, UT, and Dusk air movements; - improved the way the dash cooler works; - swimming upward will not cause players to dolphin jump out of water when reaching the surface anymore; - added slider to adjust the weapons' bobbing; - reorganized a bit the options menu; - optimization stuff, most notably the regular crouch slide code looks much cleaner now. Fixes: - fixed corpse of dead players sliding endlessly; - fixed an issue that caused Valiant MAP07 performance to degrade each second until it became unplayable; - fixed an issue where executing a crouchslide under certain circumstances would shoot you into a bottomless black void. CHANGELOG 2.4.1 Changes: - improved ledge grab maps compatibility; - slightly changed the way the viewpoint lock is handled during a ledge grab to reduce the ugly jittering effect. Pitch is now unlocked but horizontal angle is clamped in between two values, just because it doesn't make sense to be able to lift yourself up a ledge and freely rotate all around; - added a climbing sound; - in Build and UT movements during the landing (Build) and the post dash (UT) recoveries you will not be able to jump and cheese out of them; - further simplified WallJump and WallSlide to do without a couple abs(acos(Vector1 dot Vector2))) stuff, replaced with AbsAngle(); - changed name of Speedometer Event Handler to avoid conflicts with mods; - other minor tweaks. Fixes: - fixed sometimes having no velocity dropping down from heights when using PK movement; - fixed sometimes being able to ledge grab monsters; - fixed sometimes not grabbing ledges which are totally ok to latch on to; - fixed rarely being able to grab onto ledges that are crowded by monsters; - fixed being able to walljump off of monsters. CHANGELOG 2.4 New Features: - ledge grabbing, grab all the ledges!; - an as faithful as possible rendition of Painkiller movement without source code (but with the harnessed power of a speedometer). Ground Singleplayer behavior and Air MP behavior because I say so. Now with 100% less spaghetti western code; - a togglable drop prevention script: if you are near a drop, while not pressing directional inputs or walking, and moving, when too close to the edge your velocity will be nullified. Changes: - improved the customizable landing animation to not make your viewpoint drop to the knees after a few consecutive jumps; - bobbing range and speed are now proportional to your movement speed and the transition is smooth and warping free; - jumping and dashing is now forbidden on slopes steeper than 45 degrees and in sector with height equal to or lower than Player height (big thanks to ijon's function QA_CheckIfJumpable() from his Quake Movement mod); - simplified wall sliding code; - the Build jump animation feels better now. Fixes: - fixed an issue where when selecting Quake movement the UT ground movement would be used; - fixed weapon bobbing looking hideous while walking against walls at low speed; - fixed player gaining Elevator Jump Boost when walking up slopes; - fixed jump being blocked when walking up slopes when Elevator Jumps are off; - fixed PK air movement glitching out coming out of water. - other minor fixes. To do: - scale jump height on slopes; - apply improved slopes behavior on 3D slopes as well. CHANGELOG 2.3.1: Changes: - applied a small optimization on the Build air movement to do without an intermediary Vector2 variable; - since I have been porting more Ground movements air and ground movement choices have been merged. I have not yet brought over Painkiller Ground movement so in the meantime Dusk ground movement is used (high friction values are recommended for PK feel); - removed the Dusk accel bonus past a certain speed cause I cannot find any trace of it in the game code (it must have been my false impression). At this point Dusk has most likely reached the final and most authentic rendition, except a small difference due to personal preference which is highlighted in the code. Fixes: - fixed an issue where the viewbob would not be as notable anymore with certain movebob values after landing post jump/drop. CHANGELOG 2.3: New Feature: - Build Engine ground movement (big shutout to the Eduke32 team for translating the Build Engine code to a more modern terminology); - Build Engine air movement is now a faithful rendition, not the lousy approximation I included in the previous versions. Changes: - rework of the view bob logic: when you are not on the ground your viewheight will realign to the center (cause you know, people do not walk in the air) and will smoothly restart bobbing after landing (if you are moving), maximum bobbing range is proportional to user set maximum ground speed, and you can only get really significant amount of view bobbing if you pick high values on the dedicated slider; - the Build Jump delay has been reduced to 2 tics, values of the jump animation height variation slider have been increased to ensure the height change is notable within the shorter time frame. Fixes: - fixed an issue where sometimes a correctly executed Painkiller trick jump would still give the results of a failed one. CHANGELOG 2.2 New Features: - added UT style ground movement (thank you UT4 open source code very cool); - added a slider to adjust the strafing speed (how fast you can move left or right, ex. in Quake strafing and moving forward are 1:1 but in UT that is not the case); - completely rewritten the bobbing code. It looks better, it requires a lot less lines of code, it uses the weapon properties to determine the range and speed, and you can use the new animations with your mod! (Bob_Build, Bob_Dusk, Bob_Painkiller, Bob_UT); Changes: - tweaked air control for Dusk and UT; - improved Dusk Air Movement to do without a few ugly lines of code leftover of past code bases; - renamed MoveVec variable to Acceleration because that is what it is; - minor tweak to the way code limits the maximum moving speed, it works exactly the same I just prefer the way it looks (thank you UT4 open source code very cool). CHANGELOG 2.1 New Features: - added Air Dashing, press Dash key in the air to get a speed boost. Boost decays over time until speed is slightly higher than it was before dash. Be careful with the direction you boost cause you might screw your momentum; - added a menu option to display velocity on speedometer in Quake units instead of Doom's; - added a slider to adjust the duration of the Q4 crouchslide. Changes: - revised Q4 crouch sliding: slide duration is proportional to landing Vel.Z and it lasts less if you take tight turns; - revised jump-landing animation to be proportional to the landing Vel.Z instead of the Z axis position differential. Values of the landing sensitivity slider have been adjusted accordingly; - revisited and improved the way the necessary movement is picked. Now it is all grouped in HandleMovement() for easier understanding and editing; - dashing and walljumping trigger functions have been separated into Dash() and WallJump() and their logic has been partially reworked; - logic of crouchslide and wallsliding has been improved as well; - removed the universal DashMovePlayer(), now each movement mode will use its dedicated XXXAirMove() function for a more distinguished dashing behavior; - improved Painkiller air movement by doing without a few lines of code I always hated myself for employing (functionality-wise it's the same, it's just that the code is cleaner). Also failed jump behavior has been modified to be closer to the original game; - all water movement stuff has been grouped in WaterMovePlayer(); likewise, all fly movement stuff has been grouped in FlyMovePlayer(); - the thing where you would forcefully slow down for a few tics after touching ground following a dash/walljump has been confined to UT Movement since it is a characteristic of that movement type only; - reinstated the ramp jumps multiplier, this time with 100% less unexpected behaviors; - the amount of dash + walljumps required for walljumps to not grant a height boost has been raised from 2 to 3 (fun things are fun); - the amount of tics of the Build movement jump animation has been decreased from 4 to 3 tics; - converted variables that did not need extra precision from doubles to floats; - made nomenclature consistent throughout the entire code; - removed a bunch of unnecessary variables; - removed a few leftover lines of code that had no purpose anymore; - other stuff I forgot (sooooooooorrrrrrrrrrrryyyyyyyyyyyyyyy). Bugfixes: - fixed an issue where Painkiller air movement would glitch out coming out of a Q4 style crouch slide; -fixed an issue where weapon sprites would warp while using custom bobbing animations if you quickly tapped opposite directional keys. CHANGELOG 2.0: - added Quake style movement (Q1, Q2/3, CPMA, Q4 crouchslide); - reorganized player code to remove doubled lines of code common to all movement modes; - partially reworked Wall Jumping to make sure the output speed would not be too strong at times; - optimized some lines of code (oh hi AngleToVector() nice to meet you!); - fixed an issue where the mandatory Build land animation would play for the wrong movement mode; - fixed Dusk bobbing acting jerky a few tics after stopping hopping; - removed the ramp jumps multipler cause it was causing me problems. May be reinstated in the future. HOTFIX 2.0.1: - fixed an issue where some users could not be able to move depending on their .ini file. 2.0.2 HOTFIX: - fixed a couple issues with Painkiller air movement, most notably the fact that movement was broken when dropping down from heights without having jumped. CHANGELOG 1.3.2: - Included 4 separate text files one per each of the movement modes. My suggestion is to play ZMovement, see what you like best, then grab the movement modes you want to implement and replace the CVars with your desired fixed values; - reverted a change in 1.3.1 that accidentally made executing consecutive walljumps much harder; - fixed an issue where Build jumping would always be lower than expected and the jump animation would only last 1 tic instead of 4; - removed a few useless lines of code, leftover of testings; - other minor changes that do not change functionality. NOTE: You may notice weabon bobbing on the custom animation is smoother with Dusk and Build, that is because they use Doom friction and long story short I can do a thing that I have not figured out how to do with Quake friction yet. Also, to calibrate the maximum ground speed in these two you have to do it manually. Go to PlayerGroundMove() and balance out the Vel.XY and MoveVec multipliers to accomplish the desired speed (and edit value MaximumGroundSpeed at the top of PlayerThink()). If you need to find in the code where to replace CVars with values search in the files EDIT_HERE. CHANGELOG 1.3.1 - Significantly simplified Painkiller code as prosimed; - Applied flag +NOFRICTION so that only my coded friction slows down player instead of combining effects with the native engine one (the more you know). You will surely need to recalibrate your friction settings; - now when hopping weapon sprites will go up and down depending on the Vertical Velocity just like in Ion Fury (speed and maximum range can be customized). Right now this feature is only available for my custom bobbing animations but it will probably be applied to regular Doom bobbing as well from the next version; - after some thought I decided to allow use of dashing and walljuping to increase speed while hopping in Dusk and Painkiller modes. However the maximum speed gain that the ground dash can give has been capped at 150% the maximum ground speed; - crouchslide movement is now its own code subsection. Before it shared space with walljumping and dashing but since you cannot do either while crouchsliding there is no reason why those calculations should be run at the same time; - slightly increased movement control while crouchsliding; - Painkiller jumping is now a separate entity to save on some calculations; - fixed an issue where after stopping bobbing weapon sprites would realign to the center before hitting the ground; - other under the hood changes and optimizations that do not change functionality. CHANGELOG 1.3: - added Build Engine style movement. Something something Ion Fury (it's a great game); - added Ion Fury style bobbing (a tweaked Alpha Doom bobbing). Next update all custom bobbing anims will have the cool Vel.Z proportional mid air vertical sprite offset from Ion Fury; - hopping bob cooler is now a non UT bobbing specific variables to fix the janky animations that would occur when you jump up stairs; - added customizable landing viewheight animation from Build Engine for all movement modes. "B-But Ivory GZDoom already has a viewheight animation!" yes but it is not customizable. This animation can be turned off for all movement modes except Build Engine since it is a very characteristic thing of that engine's movement; - rearranged movement modes selection by alphabetical order; - wildly simplified Dusk Air Movement code, Painkiller will undergo the same treatment in the next update; - Painkiller trick jumps have been made easier but the punishment for failing one is more severe, emulating the PK MP behavior. Air Movement behavior when you are not pressing any directional keys or are in Pain state has also been tweaked; - for the sake of authenticity the jump input buffer has been removed from UT movement mode, if autojump is off you can only input jump when you hit the ground (the same goes for Build Engine); - fixed a bug where even if Auto Jump was off you would still auto jump; - fixed an issue where bobbing weapon sprites would warp going from running to walking or crouching. The bobbing speed of the custom animations will still be proportional to the player speed but not the bobbing range; - removed vertical flips due to the increasing complexity of the code and the difficulty of maintaining a non essential feature; - removed jump sound customization, again code more complex - non essential feature; - SPECIAL NOTE: Build Engine jumping has a short delay because an animation plays emulating player bending its knees and then jumping. Also if you try to rejump while the landing animation is playing your jump height will be lower CHANGELOG 1.1.1: Acceleration: - Slight rework of PK movement: when you are hopping but are not pressing direction inputs your speed will decrease proportionally to your mouse yaw (PK Multiplayer behavior) instead of being de-multiplied by a fixed value (previous coded behavior); - Dusk and PK now have a different behavior for when player is taking damage. Specifically, it will lose some speed but will never slow down below the maximum ground speed and air control is left untouched; - now Dusk and PK hopping accelerations are proportional to the player's Speed values; - Fixed an issue where if you slowed down while hopping in Dusk movement and sped back up regaining speed would be not smooth; - fixed an issue where PK movement would act wonky going down a set of stairs. CrouchSlide: - Normalized crouch slide behavior across all movement modes, now when you execute any kind of acrobatics (slides, dashing) they will all reference the same subsection of the movement code so your settings will give the same results regardless of wherever you pick Dusk/PK/UT; - crouchslide now allows for a limited amount of directional control on the ground; - crouchslide speed boost now ends earlier if you collide with a wall/monster/thing/whatever forcefully slows you down (as it should have always been); - Improved the mid-air behavior of the crouch slide; - removed the mid air penalization slider as it is no longer needed. Dash: - you cannot dash anymore while crouching (wops!); - increased walljump reliability; - added WallSlide sound. Weapon Bobbing: - improved weapon sprites sway code and added an option to customize how quickly they will tend to realign to the center (zm_yawswayfriction); - optimized custom bobbing animation code; - made still sprite bobbing available to Dusk style as well, therefore the two still bobbing sliders have been made universal instead of per-bobbing mode. CHANGELOG 1.1: New Features: - added UT style movement. Changes/Improvements: - straferunning speed multiplier slider is now a global variable. If you so desire you can now increase your ground speed by straferunning with all movement modes; - the value of the slider used to increase/decrease base ground speed now reflects the actual speed change in all 3 movement modes; - added an option to renew double jumping per each successful wall jump. Simply put: if you have already wall jumped but execute a wall jump you get the double jump back. Renewals do not stack up; - removed Ramp Jumps tics threshold, It was just bloating the code and options while not being particularly useful; - added a jump sound cooler to avoid HO-HO-HO-HO-HO-HOP when for ex. going up a set of stairs; - you can now get an elevator jump boost even on ground dashes; - if elevator jumps are off you cannot perform a dash on a raising elevator to avoid ugly jump spam (just like with regular jumping); - made wall slide not automatically activate when colliding against a wall, instead it now has its dedicated required input. When you press the input to activate wall sliding code will scan environment for 10 tics looking for the necessary wallsliding conditions. To ensure wallslide will succeed make sure you press the button sometimes before you are going to hit a wall; - wall slides and walljumps distance-from-wall checks are now dynamically adjusted according to the player's radius instead of using a fixed value; - you can now continue slides on walls that change angle as long as the angle variation is less than 45; - you now need to "lead" wall slides with your aim and directional inputs. If there is an angle greater than 90 between the direction you are sliding and the intended direction of your inputs the wall slide will stop. You can leave a wall slide at any angle using a wall jump; - fixed an issue where you would not be able to wall slide if you hit the wall during a double jump; - fixed an issue where you would not be able to wall slide if moving west and trying to slide on a wall oriented west-east, but only if you where norther than the wall...bruuuuuuh. Changed the trigger function to one that reliably functions in all situations. CHANGELOG 1.0.4: - reworked dashing/walljumping/wallsliding. Now when these are engaged movement code uses a dedicated movement subsection that acts like UT: you cannot go faster than the speed you had at the beginning of the dash and have some although limited air control; - wall slide now consistently works in all situations it is supposed to work; - thanks to a trick I learned when writing the UT-like subsection many parts of the code have been reworked and optimized for the best. CHANGELOG 1.0.3b: - actually fixing the issue where you would not be able to walljump under all expected circumstances. I truly apologize for two hotfixes in such a shot time. CHANGELOG 1.0.3a: - hotfix to address not being able to walljump off a wall behind player's back. CHANGELOG 1.0.3: - added walljumping, wall sliding, and double tap dash trigger; - extended the range of some sliders. For example now you can lower the base speed down to 10 u/s (requested feature); - general code cleanup and optimization; - fixed an issue where sometime weapon sprites would warp when using UT style bobbing; - renamed all sv_ and cl_ CVars to zm_ to avoid mod compatibility issues; - included all variables I had forgotten to add in the reset to default bind; - some bugfixes I forgot, I am sorry I have been away a few days for work in between mod improvements and did not write down the changes. CHANGELOG 1.0.2: - added UT2004 style weapon bobbing - improved the way code distinguish between ground and hopping movement - fixed an issue with Dusk movement where you would speed up out of control when jumping out of water - elevator jumps can now be executed at any time while going up an elevator. Upon replaying UT2004 I realized this is how it functions, it is really my fault for assuming a game would respect real life physics - when elevator jumps are off, jumping is not allowed on raising elevators to avoid annoying jump spamming - complete rework of the crouchslide. Now the code is much cleaner and it feels better - now you can double jump when you execute a dash CHANGELOG 1.0.1: - Fixed a bug where if you use Painkiller movement and drop on the ground without having jumped once since the beginning of the level you would lose all your Velocity until you hit the ground again - unified ground speed modifier into one CVar, now both movement modes have a minimum ground running speed of 12u/s and a maximum of 15u/s - minor optimization of Painkiller hopping code - changed organization of a couple of menu sliders - Added mod patch for QC:DE. Play as the Painkiller guy with the Painkiller movement Edited February 23, 2020 by Ivory Duke : Updated to 3.2.1 22 Share this post Link to post
ScreechingBoner Posted June 7, 2019 (edited) Looks great, and D4T was a perfect choice to demonstrate this mod since this kind of movement is the little je ne sais quoi that was missing for me when playing it. Looking forward to further developments! Edited June 7, 2019 by ScreechingBoner 0 Share this post Link to post
xvertigox Posted June 7, 2019 (edited) This looks sick, I've always wanted vq3 style movement in Doom for fun and Dusk seems fairly similar to cpm. I'm not able to run this with the latest SVN though? I'm running just the pk3 with the doom2 iwad. Spoiler 0 Share this post Link to post
Ivory Duke Posted June 7, 2019 (edited) I have just fixed it @xvertigox I had left a cvar in the code which i then removed but it was stored in my ini file so it was not bringing up any error for me Download the new version from the updated thread and sorry for the inconvenience!! Edited June 7, 2019 by Ivory Duke 2 Share this post Link to post
xvertigox Posted June 7, 2019 (edited) Dude, this is actually dope as fuck. Awesome work. Have you considered adding more movement styles? The Dusk base feels great and I'd love to see a vq3 ruleset. It'd be cool that q4 style crouch sliding too - no forward moment gained on crouch but no friction so you can slide around corners then go back into strafe jumping. Is ramp jumping possible to implement? I'm stoked this has a speedometer, that's worth releasing as a separate pk3 as well IMO. I'm going to look at making defrag style maps specifically for this mod. 2 Share this post Link to post
Ivory Duke Posted June 7, 2019 (edited) There already is an excellent mod by ijon which actually also also does Q4 crouch sliding http://git.jinotra.in/ijon/quakemovement If you look in the Dusk Option menu there is an option for Trick Jumps Cooler, if you lower that value it will make you perform ramp jumping. The lower the value the higher the ramp jump will be. Now that I think of it I should have showcased that in the video. Fun fact I actually had to implement the cooler because otherwise it was always performing super high ramp jumps 1 Share this post Link to post
xvertigox Posted June 7, 2019 9 minutes ago, Ivory Duke said: There already is an excellent mod by ijon which actually also also does Q4 crouch sliding http://git.jinotra.in/ijon/quakemovement If you look in the Dusk Option menu there is an option for Trick Jumps Cooler, if you lower that value it will make you perform ramp jumping. Thanks for the link. I just played around with it and I like yours better. The menu is exceptionally useful. Adding an option to reset to default could be useful. I'm definitely going to be using this. 0 Share this post Link to post
Ivory Duke Posted June 7, 2019 An option to reset values is indeed a good idea. I will collect more feedback and then release an update also including your suggestion. 0 Share this post Link to post
Doomenator Posted June 8, 2019 I tested this with the default settings and noticed: the jump height is less than in vanilla. Linear speed of movement is less than in vanilla. Moving forward+sideways does not give a speed increase. But the speed forward+sideways+jump two times more than forward+jump. Personally, I don't see any serious use for this except in DM's on certain maps, as in most cases it just ruins the standard gameplay. 1 Share this post Link to post
Ivory Duke Posted June 8, 2019 (edited) @Doomenator as the title states the goal of the addon is recreating the movement of Dusk. Compared to vanilla Doom Dusk has lower jump height, lower gravity, lower walk speed, and straferunning only marginally increases your speed. Also you can only gain speed in mid air through strafejumping and simply moving forward + jumping (bunny hopping) will simply help you maintain whatever speed you have reached through strafe jumping. It is obviously very different from Vanilla Doom and I am aware this movement will not play well in all mapsets. Of course, if you do not like it you are free not to use it and just stick to standard vanilla moving mechanics. Still, thank you for trying it out! 3 Share this post Link to post
Doomenator Posted June 8, 2019 It is not very clear why imitate such physics. I thought it should be done more logically. For example: if you compare with Q3, bunny hopping involves some skill. And here you just need to press 3 keys. I see an ridiculous attempt to make the player move only by jumping and sideways. And the main note: this physics is not like DUSK. In DUSK moving forward+sideways gives a speed boost, as in vanilla Doom. Linear speed is about the same, at least visually, and motion control is even easier. I specifically installed game and compared. 1 Share this post Link to post
eviltechno Posted June 8, 2019 (edited) 20 hours ago, Ivory Duke said: I have just fixed it @xvertigox I had left a cvar in the code which i then removed but it was stored in my ini file so it was not bringing up any error for me Download the new version from the updated thread and sorry for the inconvenience!! I have the same error with 1.02 . I updated gzdoom to 3.7.0 0 Share this post Link to post
Ivory Duke Posted June 9, 2019 11 hours ago, Doomenator said: It is not very clear why imitate such physics. I thought it should be done more logically. For example: if you compare with Q3, bunny hopping involves some skill. And here you just need to press 3 keys. I see an ridiculous attempt to make the player move only by jumping and sideways. And the main note: this physics is not like DUSK. In DUSK moving forward+sideways gives a speed boost, as in vanilla Doom. Linear speed is about the same, at least visually, and motion control is even easier. I specifically installed game and compared. Why imitate such physics? because I enjoy the original game and I had enough free time to code it in the last month for my personal enjoyment and hopefully the enjoyment of other people who enjoy DUSK as well. Nothing more, nothing less. Also I have never claimed this to be exactly like DUSK, as it is clearly stated in the second sentenceThis mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences in my mod due to personal preferences. About straferunning: the code of my mod does make you go faster when straferunning but it is a fraction of the boost you get in Vanilla Doom. I am considering to increase ground straferunning speed by a small amount. It is quite hard to get a clear understanding of how much the speed increase is without tools like a speedometer. Once again: you are free to not enjoy my work as I know I cannot please everyone and I do appreciate the feedback. I personally think you will find more enjoyment from these mods that imitate Quake's Strafe Runninghttps://forum.zdoom.org/viewtopic.php?t=63331http://git.jinotra.in/ijon/quakemovement 0 Share this post Link to post
Ivory Duke Posted June 9, 2019 @eviltechno I made a mistake in judging the minimum GZDoom version required. Due to the fact I override CalcHeight() the minimum version is 3.8.0 thank you for bringing it up I am updating the description accordingly 0 Share this post Link to post
TheNoob_Gamer Posted June 9, 2019 Now I can finally bhop in Doom, thanks! 2 Share this post Link to post
Doomenator Posted June 9, 2019 6 hours ago, Ivory Duke said: I personally think you will find more enjoyment from these mods that imitate Quake's Strafe Running I do not remember such mods that accurately reproduce the physics of movement quake. Only visualization and parody of physics. But, I did not say that your mod is really bad. As an option, I suggest you make the speed movement on the ground identical to vanilla Doom. I think it will be more like the original DUSK. By the way, the difference in speed jumps, is proportional to the difference when moving on the ground. Spoiler 0 Share this post Link to post
Ivory Duke Posted June 9, 2019 I will see what I can do about it thank you for your observations I have already increased the straferunning speed 0 Share this post Link to post
thedeathrunner123 Posted June 18, 2019 patch for GMOTA and Zion V8 by any chance? 0 Share this post Link to post
Ivory Duke Posted June 18, 2019 I do not personally play those mods so it is somewhat unlikely I will put the time to make those patches. I would suggest you either wait I figure out how to make the core mod universal or you try your hand at doing the patch yourself. If you look at the patches I have already made it should not be too hard depending on your modding knowledge 2 Share this post Link to post
thedeathrunner123 Posted June 18, 2019 I have ZERO modding knowledge so I'm kinda in the dark, I'll just try my hand at it in Slade... 0 Share this post Link to post
thedeathrunner123 Posted June 18, 2019 Any way you could make a tutorial at all to help? 0 Share this post Link to post
Reisal Posted June 18, 2019 This can be great if it was combined with climbing and parkour mods.. 0 Share this post Link to post
Ivory Duke Posted June 18, 2019 (edited) @thedeathrunner123 I am going to look at making a GMOTA patch today. I am working on making the addon universal so be looking forward to that for other mods. Sorry for not answering earlier but I was sleeping EDIT: find the GMOTA patch in the DropBox folder Edited June 18, 2019 by Ivory Duke 1 Share this post Link to post
Ivory Duke Posted June 18, 2019 @Armaetus that is a bit out of scope, but as I wrote in the post if anybody wants to try their hand at modifying the code and merging it with the mods you mention he/she should feel free to do so. I do not mind in any way people creating their own thing from my work as long at it is mentioned I was the original creator of the Dusk movement 0 Share this post Link to post