Old Flying Physics for DOOM/BOOM Compatibility

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Re: Old Flying Physics for DOOM/BOOM Compatibility

by Guest » Thu Oct 08, 2020 2:17 pm

If someone is still stuck with this
I think I achieved that from Options:->Compatibility Options->Physics Behavior (gzdoom 4.4.2)
and a combination of this three settings:
Actor are infinity tall
Use doom height for missile clipping
no vertical trust from explosions

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Graf Zahl » Sun Aug 11, 2019 9:40 am

The difference was only when hitting an actor, as far as I know.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Blue Shadow » Sun Aug 11, 2019 7:32 am

With this change to the lost soul, it seems to still use the ZDoom behavior instead of its original one if it impacts a wall, floor or ceiling (it does use its original behavior if impacts a blocking actor, though). Is that intentional or an oversight?

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Gez » Sun Aug 11, 2019 7:15 am

Re: Old Flying Physics for DOOM/BOOM Compatibility

by drfrag » Sun Aug 11, 2019 6:53 am

Found it, it's optioned.

Code: Select all

- added A_Explode compatibility options.

There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Graf Zahl » Sun Aug 11, 2019 3:44 am

That was the vertical thrust by explosions which is not compatibility optioned.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by drfrag » Sun Aug 11, 2019 3:34 am

I don't remember the original issue being fixed.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Graf Zahl » Sun Aug 11, 2019 12:58 am

Thanks to a thread over at Doomworld I had a closer look at the Lost Souls, and they actually suffer from some typical early ZDoom coding, where different behavior in Doom and Heretic was sloppily merged together which effectively broke the Lost Soul's attack pattern. This got broken in the early 1.23 betas, i.e. 19 years ago. No wonder I misremembered how it was originally, because for all those years I have been using ZDoom or some derivate for playing exclusively.

After a bit of thinking I decided to unconditionally revert it to how it was originally, this should be the last remaining issue this thread was about. It was made an actor flag to avoid an impact on custom content and allow both patterns to coexist.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Rachael » Tue Mar 12, 2019 3:51 am

Killer5 wrote:Sorry for thread bump but are there still any plans to implement this into gzdoom? This thread after its creation remains the top of the list of things I check each day =x.
If the topic is not closed outright, then it's on the list of things to do, but it's not high priority. Things like this gets resolved a lot faster when someone with a little motivation submits a pull request and finishes the work required to make it happen. Otherwise, it simply means no dev yet has had the time nor interest to take this on.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Killer5 » Tue Mar 12, 2019 12:01 am

Sorry for thread bump but are there still any plans to implement this into gzdoom? This thread after its creation remains the top of the list of things I check each day =x.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by JustSomeGuy » Sat Dec 08, 2018 6:06 am

Genuinely excited for this change to happen. This non-boom behavior made aiming at flying enemies very awkward in rooms with high ceilings. Hope this compatibility option gets implemented soon.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Megablast » Wed Dec 05, 2018 1:21 pm

Made a quick vid of the pain elemental behavior I was talking about.

Slaughterfest 3 - map 33: Pain Elemental Comparison



EDIT: Just to clarify Pain Elemental/Lost Soul infighting is a separate issue from the rocket splash but equally as irritating in challenge/slaughter maps, would love to be able to play/design maps in this vein for GZDoom as I think the possibilities are extremely exciting.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Graf Zahl » Wed Dec 05, 2018 1:20 am

That only happens in combination with slopes so it's not a compatibility concern.

Re: Old Flying Physics for DOOM/BOOM Compatibility

by Arctangent » Tue Dec 04, 2018 7:45 pm

Megablast wrote:A handful ZDoom pain elementals in a room will usually end up at the ceiling even if it's insanely tall within seconds while in other ports they do move up every now and then but way less frequently.
There's something ZDoom does with pain elementals ( or A_PainAttack? ) which involves vertical momentum, although I'm not entirely sure what. I've never paid too much attention to that code, it's just something I spotted one day and looked into because I was curious.

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