Request to make flying monsters behave in a similar manner to vanilla/boom while using doom/boom compatibility in GZDoom.
Let me just start by saying I very much enjoy using GZDoom for modern Doom WADs and gameplay mods or just some casual play, but there is this one issue that keeps me going back to PRBoom+ for maps designed for Boom compatibility.. And that is flying physics/behavior in GZD (Boom compatibility).
You don't really notice how different GZDoom handles flying monsters until you play tight maps, slaughter maps or maps with flying monsters outdoors. Once you start rocketing Cacodemons swarms they will fly to the moon if the map allows it.. Don't even get me started about Pain Elementals in large environments.
Slaughter maps that include massive amounts of flying monsters in GZDoom just become a huge mess very fast with all the rapid height changes of the monsters, if the new flying physics could be flagged on and off to work like old Doom this port would 100% see more use on the massive amount of Boom content.
One of the most notable examples would be Sunlust map 30 finale, almost unplayable due to how the Pain Elementals behave in GZD.
Here's a few gif examples of the differences.
Simple Example: https://imgur.com/a/I7ePXlyLarge Scale Example: https://imgur.com/a/J3tHIXgNotice enemies are pushed around way more and like to fly upwards in GZDoom? It's not necessarily a good or bad thing and works well with freelook, however when playing maps with tightly designed gameplay around old monster behavior this will drastically change the way many fights play out.
Anyway, would love to hear if this would be a feasible change as it seem pretty straight forward from the outside but I know it may be hard to accomplish depending on how everything is laid out internally.
Maps used in examples if you want to test yourself as it's much more noticeable while playing.
https://www.dropbox.com/s/k14wal1mxk2b845/Flying%20Physics.zip?dl=0