ZDoom 2.0-13

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Ru5tK1ng
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ZDoom 2.0-13

Post by Ru5tK1ng »

Hello,

I was curious if anyone has a compiled win version of 2.0-13 laying around. Only the source files can be found anywhere, including sourceforge. I was told there would be some difficulty compiling older versions of ZDoom with newer utilities. Wondering if anyone can help me out. Thanks.
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Xaser
 
 
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Re: ZDoom 2.0-13

Post by Xaser »

Forgive the deflection, but somebody's bound to ask this, so I may as well: What do you need this specific version of ZDoom for?

The reason I ask is that it's a very rare case that anything will actually need an older ZDoom to run (except maybe in the case of really old Windows versions). If it's because of mod compatibility, it's probable that fixing the mod itself will end up being a better solution.
Watermelon
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Re: ZDoom 2.0-13

Post by Watermelon »

We need to find what Randy changed with respect to air control physics between certain ZDoom versions.

The main one that I'm hunting after is ZDoom 2.0.98 -> 2.1.0, but none of them compile anymore (or rather, are hard to compile because FMod 3.x series has been essentially removed from the web).
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Enjay
 
 
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Re: ZDoom 2.0-13

Post by Enjay »

Do you have 98.cab from here?

I also have a file called zdoom-2.1.0.zip and the exe therein is dated 20 June 2006. I don't see that on zdoom.org would it be of use to you?
Watermelon
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Re: ZDoom 2.0-13

Post by Watermelon »

Sadly the change happened between the 98.cab you posted and ZDoom 2.1.0, the goal for myself and others is to find what changed between those two versions in between to modify the physics drastically enough to cause jumps that weren't intended to be made.
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Graf Zahl
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Re: ZDoom 2.0-13

Post by Graf Zahl »

I think I can tell you what was changed. There was a minor bug in the gravity code that caused application of gravity in the wrong place. This resulted in not being able to get on a 24 units high ledge if there was a gap between the player and the ledge.

This particular change will definitely cause problems with ZDoom specific maps that were adjusted to the incorrect code.

The change was made on 11. April 2006:

- Fixed: z-momentum application in P_ZMovement was incompatible with
the original method. Unless MF2_FLOATBOB is set it must be done before
applying gravity to momz.

That's SVN revision 26.

This was the only major change to the gravity code I can remember - but this is an essential fix to play several vanilla maps.
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AlexMax
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Re: ZDoom 2.0-13

Post by AlexMax »

Sorry to bump this ancient thread, but I have discovered that simply switching the location of z-momentum seems like it swings the balance too far in the other direction. A compatflag that uses the older z-momentum application fixes the reverse window jump in ZD/Anthology CTF map26 as intended, but I have discovered that you actually get less hangtime overall than even 2.0.98. In particular, a no-jump SR40 on eondm1f map03 between the yellow armor and the exit room that is a cinch in ZDoom 1.23b33, ZDoom 2.0.98 and modern ZDoom (all with aircontrol set to 0) is almost impossible on Zandronum with the z-momentum compatibility flag enabled (again with aircontrol set to 0)...you need SR50 and a bit of luck to make the jump.

EDIT: Found the culprit...it wasn't very far away. Modern ZDoom applies gravity twice when running off a ledge, but older versions did not.
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Graf Zahl
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Re: ZDoom 2.0-13

Post by Graf Zahl »

AlexMax wrote: EDIT: Found the culprit...it wasn't very far away. Modern ZDoom applies gravity twice when running off a ledge, but older versions did not.
Ah, yes, that was one of those questionable changes Randi made 'because the original code made no sense'. It was reverted when it turned out to cause problems with certain maps.
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