Dead Bodies Slide Off Ledges

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Re: Dead Bodies Slide Off Ledges

by Enjay » Fri May 27, 2011 11:03 am

esselfortium wrote:Hmm. If you mean Vapordemo...
Indeed I do. I think I mentioned this happening in the Vapordemo thread. It wasn't a game breaker or anything but I did see it happen quite a lot and there were a few occasions where I saw a body slide for a distance that would only be possible on a very low friction surface (like a giant air hockey table or something) in real life.

Re: Dead Bodies Slide Off Ledges

by esselfortium » Thu May 26, 2011 8:33 pm

Enjay wrote:Seeing as how the thread is alive again - I recently played a map in Eternity. The map has quite a lot of floor detail and one of the things that looked very obvious (and not good IMO) was that, commonly, bodies would slide around - often for quite some distance - after they were dead. Whilst I understand the "problems" that the Zdoom system can cause, IMO it is significantly better than the sliding (sometimes perpetually sliding) effect seen elsewhere.
Hmm. If you mean Vapordemo, somehow in all the times I've playtested it I've never seen that happen. I think there's a compatflag in EE that disables bodies sliding on ledges, though; maybe I should set it in the OPTIONS lump for when I get around to posting Vapordemo on idgames...

Re: Dead Bodies Slide Off Ledges

by TheDarkArchon » Thu May 26, 2011 8:22 pm

some_random_guy wrote: Maybe they're not working on it right now, but by the very fact that they haven't moved it, does that mean that they may implement it eventually?
All that an unmoved Feature Suggestion means is that the devs are have not gone one way or another about implementing something. Nothing more, nothing less.

Re: Dead Bodies Slide Off Ledges

by some_random_guy » Thu May 26, 2011 5:56 pm

About the "not being moved" thing, thought that the moderators won't move "feature suggestion" topics about stuff that the developers are working on to the "closed feature suggestions" forum.

Maybe they're not working on it right now, but by the very fact that they haven't moved it, does that mean that they may implement it eventually?

Re: Be hopeful...

by Gez » Thu May 26, 2011 9:04 am

some_random_guy wrote:You do realize that this topic hasn't been moved for almost a month?
Uh?
Dead Bodies Slide Off Ledges

Post by bgraybr » Sun May 01, 2011 5:45 am
Re: Dead Bodies Slide Off Ledges

Post by Gez » Sun May 01, 2011 7:53 am
Same bat time, same bat channel. So what are you rambling about? Who are you responding to?

And no, the reason why this hasn't been moved yet is certainly not that the devs are debugging this. If they're working on ZDoom currently, it's on other stuff.

Re: Dead Bodies Slide Off Ledges

by Enjay » Thu May 26, 2011 7:21 am

Seeing as how the thread is alive again - I recently played a map in Eternity. The map has quite a lot of floor detail and one of the things that looked very obvious (and not good IMO) was that, commonly, bodies would slide around - often for quite some distance - after they were dead. Whilst I understand the "problems" that the Zdoom system can cause, IMO it is significantly better than the sliding (sometimes perpetually sliding) effect seen elsewhere.

Be hopeful...

by some_random_guy » Thu May 26, 2011 7:04 am

You do realize that this topic hasn't been moved for almost a month?

I think that the developers are trying to debug to older version of this feature...you may see this feature yet! Remain optimistic! :P

But still...I'm curious as to why the bodies can slide across into different sectors when they're at the same (or almost the same) level, but
when they try to slide off of one at a much lower level, it causes overunity. WHY?! :)

Re: Dead Bodies Slide Off Ledges

by Gez » Sun May 01, 2011 12:53 am

This was actually present in earlier versions of ZDoom, but removed in [wiki=Version_history#2.0_Beta_13]2.0 beta 13[/wiki]. For an example of problem, go to Doom II MAP22, kill the two chaingunners in the exit room, and watch their corpses forever move up and down. Overunity achieved!

When I was working on MBF stuff earlier (most of which made it into ZDoom in the r1800s, before 2.4.0) I tried many approaches to make Killough's torque simulation less buggy in cases like this one and others (e.g., in Hexen map Dark Crucible where the impaled corpses decorations would be swept away from the bridge at the start...). None of them really worked and I lost interest. It does annoy me when a big corpse like a cacodemon levitates because a tiny part of it touching a ledge, but well, it's how things are in Doom.

Dead Bodies Slide Off Ledges

by bgraybr » Sat Apr 30, 2011 10:45 pm

In PrBoom, you can (optionally) have dead bodies always slide off ledges so that they don't come to a stop half way off a ledge (because it looks odd). Is there a way to accomplish a similar effect in Zdoom, and if not could it be added as an option? It would be useful for "gore" mods like NashGore.

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