Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ijon Tichy
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#21
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by Ijon Tichy » Fri Aug 03, 2012 4:50 am
replace the strparam stuff (which is there only for cvar setting) and parkmore will work in 98d too
also
Spoiler: lol new vidya (Open)The [video] tag is deprecated, please use the [media] tag
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Ijon Tichy
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#23
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by Ijon Tichy » Sun Aug 05, 2012 3:34 am
Beat rocket jumping wads without firing a single shot!
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-Jes-
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#24
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by -Jes- » Sun Aug 05, 2012 4:03 am
So basically, every jump/dodge/parkour mod in one, and compatible with other mods..
Nice. Though the dodge seems incredibly powerful.
Last edited by
-Jes- on Sun Aug 05, 2012 4:03 am, edited 1 time in total.
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Ijon Tichy
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#25
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by Ijon Tichy » Sun Aug 05, 2012 4:24 am
well you have to remember that it's going to be stronger than it was in ut99 because the doomguy moves a whole helluva lot faster
also
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Llewellyn
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#26
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by Llewellyn » Sun Aug 05, 2012 2:53 pm
I started playing HR2 with parkmore to see how much time it would shave off, I recorded what I've done so far, but up until map12 nothing was really "Parkmorey" so:
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Map 15:
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Last edited by
Llewellyn on Sun Aug 05, 2012 4:14 pm, edited 1 time in total.
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Konda
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#27
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by Konda » Sun Aug 05, 2012 5:40 pm
This needs a map pack. Something like portal except you do the crazy moves, and you "unlock" and "upgrade" abilities as you progress.
Code: Select all
<Synert> fuck
<Synert> plugged in my memory stick and got a bsod
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Guest
#28
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by Guest » Sun Aug 05, 2012 5:46 pm
Why jet pack when you parkmore.
I wonder what happen when parkmore in DM. ===> Dragon Ball Z Saiyajins are too slow for it.
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XutaWoo
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#29
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by XutaWoo » Sun Aug 05, 2012 10:33 pm
I wonder if this guy maneuvers better than Super Chicken. Sure, Supes can slowfall and ascend infinitely, but this guy...
Well, he has pretty much everything else. :P
[spoiler]
[/spoiler]
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thebestmlTBM
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#30
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by thebestmlTBM » Sun Aug 05, 2012 11:06 pm
*Updated*
That's much better. Thanks for the update "1.5"
==============================================
I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s
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Bloax
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#32
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by Bloax » Mon Aug 06, 2012 1:32 am
President People wrote:
ParkmoreMaze
nao
I imagine this would require some amazingly difficult jumps, judging by that map13 video.
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-Jes-
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#33
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by -Jes- » Mon Aug 06, 2012 4:24 am
Ijon Tichy wrote:
well you have to remember that it's going to be stronger than it was in ut99 because the doomguy moves a whole helluva lot faster
Still, this isn't UT. Not only does doomguy fly across the room with this much dodge, he also doesn't stop when landing. That gives him some seriously sick speed.
I tried making a private version with a little less oomph, but acc complains:
Code: Select all
Line 254 in file "D:\Z-DooM\Tools\Doom Builder 2\Compilers\ZDoom\commonFuncs.h" ...
D:\Z-DooM\Tools\Doom Builder 2\Compilers\ZDoom\commonFuncs.h:254: s : Identifier has not been declared.
> ret = StrParam(s:r
> ^
Last edited by
-Jes- on Mon Aug 06, 2012 4:24 am, edited 1 time in total.
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Ijon Tichy
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#34
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by Ijon Tichy » Mon Aug 06, 2012 4:43 am
that's because your acc is out of date -
http://svn.drdteam.org/ACC/ACC-r3428.zip
also yes he doesn't stop, but only a third of his x/y momentum carries over to the dodge, meaning he can't sail at infinity mph (as he could before), and it gets only half the height of a jump
also you're complaining about dodging in a wad where you can walljump up a corner into infinity
wut
edit: also how is 20 units/tic particularly fast
you can straferun faster than that god dammit
Code: Select all
// parkConst.h
28 #define WB_XYBASE 20.0
29 #define WB_ZBASE 10.0
// parkmore.c
148 case WB_DODGE: xyMult = 1.0; zMult = 0.707; break;
149 case WB_KICK: xyMult = 0.8; zMult = 1.0; break;
150 case WB_KICKUP: xyMult = 0.02; zMult = 1.3; break;
Last edited by
Ijon Tichy on Mon Aug 06, 2012 4:50 am, edited 1 time in total.
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Tango
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#35
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by Tango » Tue Jan 22, 2013 2:57 am
i'm really interested in making a map pack incorporating some of these elements alongside invasion or something maybe. parkmore is a pretty cool guy
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Monsoon
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#36
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by Monsoon » Tue Jan 22, 2013 4:28 pm
/me merges this with one of his difficult as all hell mods
it did say "do whatever the fuck you want to" well did it not?
nah im just fuckin wit ya i wouldnt do that besides we used to be cool wit one another. if you even remember the members of the LSC >.>
Last edited by
Monsoon on Tue Jan 22, 2013 6:09 pm, edited 1 time in total.
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Ijon Tichy
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#37
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by Ijon Tichy » Thu Jan 24, 2013 2:37 am
Monsoon wrote:
* Monsoon merges this with one of his difficult as all hell mods
it did say "do whatever the fuck you want to" well did it not?
It still does, and it's not a joke. Do whatever the fuck you want with Parkmore, as long as you change its name.
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Tango
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#38
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by Tango » Fri Jan 25, 2013 5:16 am
so like
let's say i wanted to modify this to make it so you can "unlock" certain abilities or disable them easily and toggle...ably. is there an easymode for doin that?
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Ijon Tichy
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#39
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by Ijon Tichy » Thu Feb 14, 2013 12:19 am
Oh hey it's this thing cool
So what did I change for 1.6? Not much, honestly. The keypress detection for walljumps and high jumps are now clientside, while the actual dodging/high jumps are still serverside. parkmore_dodgewindow is now clientside because of that, and parkmore_highjumpwindow was added to seperate it from the dodge window.
The upshot of this is that dodging will no longer fire seemingly randomly, and you can now disable high jumping and dodging by setting their windows to a negative number (0 resets their values to the default).
I also tweaked dodging. When in midair, your base momentum is only cut in half, not down to a third; this is so your direction pre-walldodge is better preserved.
http://ijontichy.lostsig.com/wads/parkmore1-6.pk3
Edit: I forgot to remove debugging messages from the tests. Really now?
http://ijontichy.lostsig.com/wads/parkmore1-6-1.pk3
Last edited by
Ijon Tichy on Thu Feb 14, 2013 11:14 pm, edited 1 time in total.
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ibm5155
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#40
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by ibm5155 » Tue Mar 05, 2013 12:28 am
Theshooter7 wrote:
Guess everyone forgot about
this. :c
(Nice mod, though. The controls feel reasonably smooth and it certainly has some neat features)
There was an much older mod that was the same as that on the video, i think it was called "island, it was done by firewolf i think (this and the other horror house, two great wads that i cant play =/)
Well this one looks great too :D
http://www.youtube.com/watch?v=ImCnj-g4 ... er_embedde, jumpmaze 3, the high end jumps *__*
Last edited by
ibm5155 on Tue Mar 05, 2013 12:31 am, edited 1 time in total.