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.
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. [url=https://secure.wikimedia.org/wikipedia/en/wiki/Overunity]Overunity[/url] 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.