Hypersonic wrote:Another possibility is to just have noclip, and no noclip2. noclip determining if walls clip your movement or not, while fly determining if you fly or not. If someone wants to enable/disable both noclip and fly together, an alias can easily accommodate. Maybe call it wallclip, as floor/ceilings still clip movement, and reserve noclip for when/if you can noclip all surfaces in the future.
Noclip came from original Doom, and it is needed to have in order to retain compatibility with the "idclip" cheat from the original Doom executable. It's not going away anytime soon.
Noclip2 came from a feature suggestion that originally requested to be able to move through floors, completely, which regular noclip+fly cannot do. Unfortunately, GZDoom has a tendency to crash when the player is in an invalid Z position, so the ability to noclip2 through 3D floors did get implemented but going through floors and ceilings was never allowed.
There are no plans to combine these two together.
Hypersonic wrote:Perhaps instead of altnoclip, it could be called flightadvanced. With current fly/noclip2 you can get around without using up/down controls, but you can't look down/up while moving forward/back at the same time.
Or just "altflying". Heretic had similar behavior - I am not sure why it was changed to be the way it was, but I think it should be a preference, instead.
Hypersonic wrote:I'm not familiar with Zdoom's networking system. So clients share input values, not thrust values? Then they each determine how to apply thrust from the input?
Correct. In net mode, each player is simultaneously "playing" a copy of their own character on their own machine, plus actually playing a copy of their own character on each player's machine.
So if you hold down shift, each player's copy of you in fact holds down shift. It replicates the entirety of your input to a tee. You just don't see other players doing it because you are only going to view it through your own viewpoint (unless you press F12).
That's why it's important all your preferences get broadcasted, because if for example player 1 has autoaim off and player2 has it on, the only thing that gets sent is you pressing the fire button and what direction you faced - not what you were aiming at. It would be pointless for player 1's game to act differently than player 2's just because of different auto aiming preferences, and plus it would break the synchronization because player 2 will probably register the monster as being dead due to that shot, while player 1 will have registered a miss. Obviously you can't have a net game operate this way, so you must ensure that each player's preferences are loaded in with their inputs so that each copy of the game registers the proper behavior.
[quote="Hypersonic"]Another possibility is to just have noclip, and no noclip2. noclip determining if walls clip your movement or not, while fly determining if you fly or not. If someone wants to enable/disable both noclip and fly together, an alias can easily accommodate. Maybe call it wallclip, as floor/ceilings still clip movement, and reserve noclip for when/if you can noclip all surfaces in the future.[/quote]
Noclip came from original Doom, and it is needed to have in order to retain compatibility with the "idclip" cheat from the original Doom executable. It's not going away anytime soon.
Noclip2 came from a feature suggestion that originally requested to be able to move through floors, completely, which regular noclip+fly cannot do. Unfortunately, GZDoom has a tendency to crash when the player is in an invalid Z position, so the ability to noclip2 through 3D floors did get implemented but going through floors and ceilings was never allowed.
There are no plans to combine these two together.
[quote="Hypersonic"]Perhaps instead of altnoclip, it could be called flightadvanced. With current fly/noclip2 you can get around without using up/down controls, but you can't look down/up while moving forward/back at the same time.[/quote]
Or just "altflying". Heretic had similar behavior - I am not sure why it was changed to be the way it was, but I think it should be a preference, instead.
[quote="Hypersonic"]I'm not familiar with Zdoom's networking system. So clients share input values, not thrust values? Then they each determine how to apply thrust from the input?[/quote]
Correct. In net mode, each player is simultaneously "playing" a copy of their own character on their own machine, plus actually playing a copy of their own character on each player's machine.
So if you hold down shift, each player's copy of you in fact holds down shift. It replicates the entirety of your input to a tee. You just don't see other players doing it because you are only going to view it through your own viewpoint (unless you press F12).
That's why it's important all your preferences get broadcasted, because if for example player 1 has autoaim off and player2 has it on, the only thing that gets sent is you pressing the fire button and what direction you faced - not what you were aiming at. It would be pointless for player 1's game to act differently than player 2's just because of different auto aiming preferences, and plus it would break the synchronization because player 2 will probably register the monster as being dead due to that shot, while player 1 will have registered a miss. Obviously you can't have a net game operate this way, so you must ensure that each player's preferences are loaded in with their inputs so that each copy of the game registers the proper behavior.