When you are moving, you are normally bobbing up and down. It also happens that if you are moving into an monster (or any actor), you are still bobbing up and down. This applies to all Doom engine games except Hexen (and its expansion). This was tested on all the vanilla ports.
In ZDoom, you stop bobbing as soon as you run into a monster.
To see what I'm talking about, you could load vanilla Strife (and any other Doom engine game other than Hexen) and keep moving into the Acolyte while attacking with the dagger/fist. You will see youself continuing to bob up and down while attacking. (You don't have to attack to experience the effect, but you still bob though.)
[98] Bobbing Into Other Actors/Monsters
Moderator: GZDoom Developers
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Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
No, but Deathlike should really begin to understand the difference between bugs and behavioral changes due to bug fixes. This is a mere nitpick that has been changed for a reason (i.e. in this case it was a bug in Doom originally that has been fixed.) and it is not his first one.
BTW, you are not a moderator either.
BTW, you are not a moderator either.
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- Posts: 317
- Joined: Wed Nov 03, 2004 10:17 am
This might just sound stupid to you, but I know what the "buggy" behavior is. I know what the "buggy" behavior was supposed to do. However, I am not aware of what bug this was listed under, the cause of it, and why it was fixed. I am very much aware that if you told me that this was a bugfix that caused this behavior, I would have accepted it and moved on. Instead, I have to indeed question it because "these bugfixes are not obvious".Graf Zahl wrote:No, but Deathlike should really begin to understand the difference between bugs and behavioral changes due to bug fixes. This is a mere nitpick that has been changed for a reason (i.e. in this case it was a bug in Doom originally that has been fixed.) and it is not his first one.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49226
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Just stop comparing every small detail with the original. If you find a difference don't post it immediately - especially if the changed behavior makes more sense than the original - as in this case.
You could as well report that the player dosesn't bob against two-sided blocking lines. That was also done deliberately because the original code just forgot to handle this case.
ZDoom is an engine that does not focus on preserving every minute detail of the original. Many quirks are causes of bugs, oversights or unexpected behavior. If they are changed there is mostly a reason behind it - see wallrunning, inverting of the sky when an invulnerability map is on and other such things. They were fixed to make the engine behave more consistently. This one is the same.
If you find something that in some way breaks gameplay or if something is clearly wrong (not just different!) you should report it though.
You could as well report that the player dosesn't bob against two-sided blocking lines. That was also done deliberately because the original code just forgot to handle this case.
ZDoom is an engine that does not focus on preserving every minute detail of the original. Many quirks are causes of bugs, oversights or unexpected behavior. If they are changed there is mostly a reason behind it - see wallrunning, inverting of the sky when an invulnerability map is on and other such things. They were fixed to make the engine behave more consistently. This one is the same.
If you find something that in some way breaks gameplay or if something is clearly wrong (not just different!) you should report it though.