Wallrunning is broken. Fake it?
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Wallrunning is broken. Fake it?
It's been awhile since I've thought about Plutonia Revisited's MAP27 and it's wallrunning secret and I've started to wonder if it would be possible to implement a hidden compatibility option to fake wallrunning. On selected maps the engine could perform a check on the angle that the player is facing as they strafe run along certain walls and increase the players movement speed along the wall to act as if they were wallrunning.
Example: When MAP27 of PRCP.WAD is loaded, the player's movement speed is increased 200 percent when they are straferunning along the 'fence wall' (lindefs #1228 and #1231 I think) at an angle between 43 and 47 degrees (or whatever it actually is) allowing the player to reach the opposite lift before it rises.
Once the hidden compatibility option exists ZDoom could better support wads that require or make use of wallrunning by simply adding the map hash and lindef to the auto compatibility database.
Thanks for listening.
EDIT: Sorry, I should have included this link in my post to the previous discussion on this issue that talks about how the current compatibility option is completely ineffective.
Example: When MAP27 of PRCP.WAD is loaded, the player's movement speed is increased 200 percent when they are straferunning along the 'fence wall' (lindefs #1228 and #1231 I think) at an angle between 43 and 47 degrees (or whatever it actually is) allowing the player to reach the opposite lift before it rises.
Once the hidden compatibility option exists ZDoom could better support wads that require or make use of wallrunning by simply adding the map hash and lindef to the auto compatibility database.
Thanks for listening.
EDIT: Sorry, I should have included this link in my post to the previous discussion on this issue that talks about how the current compatibility option is completely ineffective.
Last edited by hackneyed on Tue Feb 17, 2015 1:17 am, edited 1 time in total.
Re: Wallrunning is broken. Fake it?
Wall running is already a compatibility option you can switch on in the compatibility menu.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Wallrunning is broken. Fake it?
Even that wallrunning is broken and won't help on this particular map.
The problem obviously is that wallrunning depends on several engine bugs working in conjunction to produce the intended effect and it's nearly impossible to fake.
That said, it's supremely idiotic to make maps that depend on engine bugs but some vanilla mappers just can't be helped to do it anyway. Sorry, that map won't work with ZDoom and no attempt will be made to do something about it.
The problem obviously is that wallrunning depends on several engine bugs working in conjunction to produce the intended effect and it's nearly impossible to fake.
That said, it's supremely idiotic to make maps that depend on engine bugs but some vanilla mappers just can't be helped to do it anyway. Sorry, that map won't work with ZDoom and no attempt will be made to do something about it.
Re: Wallrunning is broken. Fake it?
Instead of attempting to fudge the wallrunning on this map, maybe it could be handled by changing the delay on this one lift specifically? Make it wait twice as long before rising up.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Wallrunning is broken. Fake it?
Good idea... 
Re: Wallrunning is broken. Fake it?
That's better then my backup idea of simply creating a fixed map with a shorter hall or an extended lift duration. I actually like the idea of extending the time for the lift because the player will end up taking more damage as a compensation for not having to perform a wall run. Trading some skill for health.
Either way, it shouldn't be easy to reach the secret without knowing about it. The timing should only work if the player is already straferunning before the platform they are on is low enough for them to exit. That way it only works if the player knows they have to hurry before the lift even lowers.
I hope this gets implemented. Thanks guys!
Either way, it shouldn't be easy to reach the secret without knowing about it. The timing should only work if the player is already straferunning before the platform they are on is low enough for them to exit. That way it only works if the player knows they have to hurry before the lift even lowers.
I hope this gets implemented. Thanks guys!
Re: Wallrunning is broken. Fake it?
It's just for a secret, right? So the map isn't broken.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Wallrunning is broken. Fake it?
For the issue at hand: won't change.
For the map in question: If someone could provide a compatibility entry that makes the secret accessible, I'd appreciate it.
For the map in question: If someone could provide a compatibility entry that makes the secret accessible, I'd appreciate it.