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Parkmore (v1.7)

Posted: Thu Aug 02, 2012 4:05 am
by Ijon Tichy
Spoiler: VIDYAS (Open)
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Download: http://ijontichy.lostsig.com/wads/parkmore1-7.pk3[/size]

THE SUMMARY[/size]
Jump in midair! Dodge around like a bloody fool! Hang onto ledges and shimmy! Wall jump off of everything that's vertical! Generally make a complete fool of yourself and still break maps!
KNOWN TO WORK WITH[/size]
Zandronum >= 1.0 alpha
THE MOVES[/size]
  • Multijump: Jump in midair, it's really that simple. The amount of jumps you get is controlled by parkmore_jumpcount.
  • Dodge: Double tap a movement key, get sent hurtling in that direction. Works on the ground (obviously), or against walls - that is a wall-dodge. Counts as a jump if you're doing it from the ground. Resets your multijump counter if doing it from a wall.
  • Wall-jump: 'Move' away from a wall when you're next to it, and jump. You'll send yourself hurting in the direction you were moving, and face that direction. This also resets your multijump counter.
  • High jump: When on the ground, move backwards, and jump right as you start. You'll do a flip and jump 2.5 times as high as normal.
  • Wall kick: When moving into a wall, jump. You'll kick yourself up the wall, going higher than if you just did a double jump. You can only kick once in a row, and it doesn't count as a double jump.
  • Ledge grab: When you're falling, and you're close enough to a ledge, you'll grab it instantly (assuming you're not falling so fast you just skip over it). When holding on, left and right shimmy you... well, left and right. Moving forward will pull you up, moving backward will have you drop, and jumping will have you wall-jump off the ledge. The controls reverse when not facing the ledge, and when not facing the ledge, you can't shimmy.
OBLIGITORY COPYRIGHT[/size]

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.           DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
                    Version 2, December 2004

 Copyright (C) 2012 Ijon Tichy <gztichy@lavabit.com>

 Everyone is permitted to copy and distribute verbatim or modified
 copies of this license document, and changing it is allowed as long
 as the name is changed.

            DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

  0. You just DO WHAT THE FUCK YOU WANT TO. 
Spoiler: Old links (Open)

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:06 am
by Llewellyn

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<ijontichy> this wad sucks dicks

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:07 am
by Ijon Tichy
no, it said this wad sucks dicks
get it right :(

edit: better

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:17 am
by Llewellyn
Also Parkmore kind of works with 98d or whatever. You can't doubletap to lunge.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:33 am
by Ijon Tichy
that's probably because parkmore_dodgewindow is set to 0 - set it to 6 or something

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:52 am
by DTDsphere
I can do all of this with a rocket launcher.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 6:00 am
by BloodyAcid
DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 8:07 am
by DTDsphere
BloodyAcid wrote:
DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"
As long as the floor or wall is nearby...

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 9:14 am
by Synert
Really really goddamn fun. I managed to do some pretty cool shit on 15 last time.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 10:32 am
by one_Two
Someone should make a DeFrag mod for doom. This was pretty good fun though.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 3:08 pm
by Llewellyn
DTDsphere wrote:
BloodyAcid wrote:
DTDsphere wrote: I can do all of this with a rocket launcher.
"Jump in midair!"
As long as the floor or wall is nearby...
And a soul/megasphere for each jump.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 4:23 pm
by Cruduxy
Next.. assassin's creed doom

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 6:44 pm
by DevilHunter
one_Two wrote: Someone should make a DeFrag mod for doom. ...
umm.. Wut?

Also, didn't Cutmanmike had something similer to this? Where he could walljump?

I remember back in the day when we all gathered on Doom Connector 3, that he would send me a wad, let me host, and we would walljump, though it would always go out of sync if two players did it at the same time.

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 7:02 pm
by Catastrophe
Yes best legal rights

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 7:17 pm
by Theshooter7
Guess everyone forgot about this. :c

(Nice mod, though. The controls feel reasonably smooth and it certainly has some neat features)

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 7:30 pm
by one_Two
DevilHunter wrote:
one_Two wrote: Someone should make a DeFrag mod for doom. ...
umm.. Wut?

Also, didn't Cutmanmike had something similer to this? Where he could walljump?

I remember back in the day when we all gathered on Doom Connector 3, that he would send me a wad, let me host, and we would walljump, though it would always go out of sync if two players did it at the same time.
DeFrag is this Quake 3 mod that enables trick juming, stair jumps, circle jumps, plasma climbs etc... I remember CM's claw wall climb if thats what you mean?
And yeah, I used to go on DC, good times :)

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 10:40 pm
by Ijon Tichy
yes, I'm aware of TS7's parkour mod, Xaser's parkour mod, and cutman's wall jump mod (and my ut2k4 dodging but i lost the source to that anyway)

I just wanted to see if I could outdo them all :V

edit: lol update

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 11:25 pm
by Theshooter7
What's in this update? :V

And I'll admit, yours is considerably smoother and less clunky than mine, and yours takes advantage of many newer ZDoom features. My code base is pretty ancient, so to see someone superseding my work is a bit of a surprise, but not unexpected (and really only a surprise because I didn't think anyone else would really come along and design something like or close to it again).

RE: Parkmore (v1.3)

Posted: Thu Aug 02, 2012 11:31 pm
by Llewellyn
Theshooter7 wrote: What's in this update? :V

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<_>  42 * Smaller ledges can now be grabbed
<_>  43 * Updated the help
Yes, Ijon's nick was "_"

Theshooter7 wrote: Guess everyone forgot about this. :c
About two days ago:

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[23:09] <Llewellyn> also if I'm not mistaken
[23:09] <Llewellyn> TheShooter7 made a parkour mod a long time ago
[23:09] <ijontichy> yeah he did
[23:10] <ijontichy> but apparently it was more broken than mine
[23:10] <ijontichy> and took longer to make
[23:10] <ijontichy> gg

RE: Parkmore (v1.3)

Posted: Fri Aug 03, 2012 12:11 am
by Theshooter7
Llewellyn wrote: About two days ago:

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[23:09] <Llewellyn> also if I'm not mistaken
[23:09] <Llewellyn> TheShooter7 made a parkour mod a long time ago
[23:09] <ijontichy> yeah he did
[23:10] <ijontichy> but apparently it was more broken than mine
[23:10] <ijontichy> and took longer to make
[23:10] <ijontichy> gg
I hope he realizes that I made it back when GetPlayerInput() was relatively new, that it worked in SkullTag 98d (and possibly older versions), abused things in ways they had probably never been abused before, and I didn't have half as many useful flags/properties/etc. to work with. Seriously, it was akin to people's older attempts at mouse-driven GUI menus without GetPlayerInput(). On top of all that, I had to make it multiplayer compatible.

[EDIT] From comments on the old demo video:
DooMapper on Youtube wrote:AWESOME. What port are you using?
Myself on Youtube wrote:SkullTag V0.98b. It's supposed to work in ZDoom and GZDoom, but some change in one of the revisions made the code break.
So yes, limitations indeed.