Parkmore (v1.7)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ijon Tichy
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RE: Parkmore (v1.4)

#21

Post 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)
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Ijon Tichy
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RE: Parkmore (v1.5)

#22

Post by Ijon Tichy » Sat Aug 04, 2012 8:04 am

SO

1.5

I HEARD IT'S PRETTY COOL

Code: Select all

+ Wall grabbing
* You can now wallkick and walldodge diagonally
* Improved the help screen
* 98d-compatible
http://filesmelt.com/dl/parkmore1-5.zip
Last edited by Ijon Tichy on Sat Aug 04, 2012 8:04 am, edited 1 time in total.

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RE: Parkmore (v1.5)

#23

Post 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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RE: Parkmore (v1.5)

#24

Post 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.

Ijon Tichy
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RE: Parkmore (v1.5)

#25

Post 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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RE: Parkmore (v1.5)

#26

Post 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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RE: Parkmore (v1.5)

#27

Post 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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RE: Parkmore (v1.5)

#28

Post 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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RE: Parkmore (v1.5)

#29

Post 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]Image[/spoiler]
Image

thebestmlTBM
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RE: Parkmore (v1.5)

#30

Post by thebestmlTBM » Sun Aug 05, 2012 11:06 pm

*Updated*
That's much better. Thanks for the update "1.5"
Image
Image
==============================================
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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President People
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RE: Parkmore (v1.5)

#31

Post by President People » Mon Aug 06, 2012 12:33 am

ParkmoreMaze

nao
Image
***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

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RE: Parkmore (v1.5)

#32

Post 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. :razz:

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RE: Parkmore (v1.5)

#33

Post 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:

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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.

Ijon Tichy
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RE: Parkmore (v1.5)

#34

Post 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.

Tango
 
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RE: Parkmore (v1.5)

#35

Post 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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RE: Parkmore (v1.5)

#36

Post 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.

Ijon Tichy
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RE: Parkmore (v1.5)

#37

Post 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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RE: Parkmore (v1.5)

#38

Post 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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RE: Parkmore (v1.6)

#39

Post 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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RE: Parkmore (v1.3)

#40

Post 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.
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