Old Flying Physics for DOOM/BOOM Compatibility
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Old Flying Physics for DOOM/BOOM Compatibility
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.
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.
- drfrag
- Vintage GZDoom Developer
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Re: Old Flying Physics for DOOM/BOOM Compatibility
I don't remember the original issue being fixed.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Old Flying Physics for DOOM/BOOM Compatibility
That was the vertical thrust by explosions which is not compatibility optioned.
- drfrag
- Vintage GZDoom Developer
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- Joined: Fri Apr 23, 2004 3:51 am
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Re: Old Flying Physics for DOOM/BOOM Compatibility
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
For reference, it's this commit: https://github.com/coelckers/gzdoom/com ... f5f572e239
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Re: Old Flying Physics for DOOM/BOOM Compatibility
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?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Old Flying Physics for DOOM/BOOM Compatibility
The difference was only when hitting an actor, as far as I know.
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- Posts: 4949
- Joined: Sun Nov 14, 2010 12:59 am
Re: Old Flying Physics for DOOM/BOOM Compatibility
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
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