zdoom less slippery movement



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Users browsing this forum: No registered users and 1 guestBeen playing a lot of Serious Sam lately and this feels completely normal to me.To do: when DRDTeam is back, add the missing library definition to the top of the ACS script.Yo if anyone has the original package in the mean time, feel free to upload it. A value of 2 will double the air supply, for instance. Re: [CODE] Less Slippery Doom Movement (Dec 2013 update) by zrrion the insect » Wed Feb 14, 2018 5:02 am I ended up doing something similar with zscript, but to avoid having to mess with player speed to counteract the velocity scaling I added a check in there that doesn't scale velocity if the player is pressing any of the movement keys. Got a feature request? Get a development build - Brand-new builds almost every day! © ZDoom.org | Crafted by Daniel Gimmer & Xaser Acheron From ZDoom Wiki. I don't have the permission to download these forum files after breaking some rules.I've been messing with this in my usual load order and have discovered a bug: if the player takes any damage, the "anti-slip" is temporarily dropped; this means things like being shot by Chaingunners or standing on damaging floors will cause you to be able to run abnormally fast for as long as you're continuing to take damage.

The maximum duration is 0x7FFFFFFF, which corresponds to about two years of real time and can therefore safely be used for permanent powerups. Makes creating custom menus a pain in the rear end. an hour ago -Some cool resources by Kinsie (Title & intermission background, sounds) -Less slippery movement, sprite shadows and blood & gore system made by Nash -Higher resolution monster graphics, nicer explosions and some sound caulking -More dynamic camera movement: flinching, shaking, head flies … Try this. For ZDoom features added since then, you should consult the Want to make a mod but don't know where to start? from Brutal Doom by Sergeant_Mark_IV: https://www.moddb.com/mods/brutal-doom DoomVisor HUD by saegiru: https://www.moddb.com/mods/brutal-doom/addons/doomvisor-hud-for-pa1nki113r-v51 3D models of items by aivar242, Sitters: https://www.doomworld.com/forum/topic/94067-3d-models-for-gzdoom/ 3D Models of monsters/weapons/decorations by DaniJ, Sitters, ID Software, Recurracy, Tabun, -=Dark-Assassin=-, Cheb, chilvence, Tea Monster: https://slackbuilds.org/repository/14.0/games/ds-models/ 3D model of Rocket Launcher taken from Vavoom 3D pack (made by by Edmundo Bordeu) : http://www.vavoom-engine.com/download.php CustomDoom by Lud (it is used to make less slippery movement): https://forum.zdoom.org/viewtopic.php?t=51446 Universal Gibs by Lud (this pack uses my modified version with 3D gibs): Forum.zdoom.org model, fire effects, fireballs by -=2002=-: https://forum.zdoom.org/viewtopic.php?t=59260Chaingun Texture lights script by Marisa Kirisame: https://forum.zdoom.org/viewtopic.php?f=46&t=64481 Motion Blur by Pixel Eater: https://forum.zdoom.org/viewtopic.php?f=103&t=62772 Doom Parallax: https://forum.zdoom.org/viewtopic.php?f=103&t=62104 ScreeM by Pixel Eater: https://forum.zdoom.org/viewtopic.php?f=103&t=58270 World Gamma/Bloom Boost by Pixel Eater: https://forum.zdoom.org/viewtopic.php?f=103&t=59289 Some PBR materials by Arl: https://www.doomworld.com/forum/topic/100298-pbr-for-original-doom-textures/ 3 hours ago Merges your Doom IWADs (Doom, Doom 2, Final Doom, Master Levels, etc.) 2 hours ago Lua | Although the parent ZDoom codebase has been discontinued, the latest official release is available here for posterity.

Nashmove.pk3 makes the game feel great again, thanks for this. This is the latest source code for ZDoom's version of ACC. If you don't already know how to use DETH, you should go find a good This is the source code for ZETH.
Users browsing this forum: No registered users and 1 guestHey, sorry for resurrecting it like this, but it's actually something I've wanted for a while. 2 hours ago A value of 0 or less means the air supply is infinite, and thus the player class cannot drown. GZDoom engine by Randy Heit (aka Marisa “Randi” Heit) and Graf Zahl (Christoph Oelckers). Watch Queue Queue 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).I remember I had downloaded this but it's the initial release, not the one with jumping bug fixed :/ Uploaded it in case anyway: 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.This mod feels nice coupled with the footstep sounds mod. Open an issue on the tracker and let us know!For an almost unlimited number of mods and maps, check out the /idgames archive at Doomworld.Eager to try out the latest features? BLOCKEDBYSOLIDACTORS; An actor with this flag is blocked by solid actors, even if itself non-solid. A command-line utility that extracts the contents of a WAD to a (mostly) pk3-compatible folder structure. 34 minutes ago Turning speed (0.0—2.5, by 0.1 increments) m_yaw Adjusts how fast the player viewpoint will turn horizontally when … Lua | Re: Less Slippery Doom Movement (May 2018 ZScript rewrite) by Enjay » Wed Sep 19, 2018 6:50 pm Sorry for the bumpage but I was just playing around with this on a map that uses low-friction and I found that it has an interesting side effect. I also tried TZK's but I don't like it as much. The build system uses CMake, so you can generate project files for any version of Visual C++ from 6 up or several other IDEs, or you can create Makefiles as well.

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