To Jump Or Not To Jump In ZDoom SP WADS

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Re: To Jump Or Not To Jump In ZDoom SP WADS

Postby wildweasel » Thu Sep 26, 2019 6:43 pm

Matt wrote:Seems like "Presume Allowed" and "Presume Disallowed" instead of "Default" might be nice for that kind of situation...

Though at the moment, the only flag the authors have access to is one that forbids jumping, not one that forcibly enables it, to my knowledge. Meaning that'd need to be added, and this late in the game, you would still be having to deal with the last 25 years worth of custom maps that were created before the flag was added.
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Re: To Jump Or Not To Jump In ZDoom SP WADS

Postby leodoom85 » Thu Sep 26, 2019 8:07 pm

As a mapper, there are ways to prevent players to skip areas that aren't meant to be crossed, even with any kind of jumps.
And, about changing the name of "Allow Jump" to whatever phrase seems that wouldn't work much to be honest because that option name is very clear and simplistic enough (and for ambiguity reasons).
One last thing, people should read the readme or the text that the author explicitly says that jump/crouch/freelook/cheats is allowed or not and same goes with mods that overwrites the jump/crouch disability. But...I guess, that depends exclusively of the player to do whatever it wants.

EDIT: Nice bump for this thread lol
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Re: To Jump Or Not To Jump In ZDoom SP WADS

Postby Rachael » Thu Sep 26, 2019 9:02 pm

chippo wrote:Is it technically impossible for a program (gzdoom) to tell whether the map author wanted the player to jump, or just not implemented yet?

That would certainly seem to be the case for "Allow freelook". When set to 'On' or 'Off', it does the obvious, but 'Default' is the same as 'On' for all games, including the originals.

I'd dig an option that said "Regarding jump,crouch,freelook, do EXACTLY what the map author designed for", 'On'/'Off'.

Sorry but that is not possible.

There is no way to explicitly enable jumping from the mod side, as has already been stated, and "Default" just defaults to always on unless explicitly disabled. ("Yes" is the override, as you may have guessed)

GZDoom has to make an assumption in this case, and the assumption here is that jumping is allowed.

The best thing you can do is load up the map in DOSBox/Doom.exe 1.9, or Chocolate Doom, and see if the map even loads. If it does, it might be reasonable to assume you're not supposed to jump in it. But even that is not surefire, as some maps meant for source ports may still load regardless (though that would probably be pretty rare).

At any rate - what you want really is not possible. GZDoom has no sure way of determining whether a map author intended for jumping to be enabled or not.
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Re: To Jump Or Not To Jump In ZDoom SP WADS

Postby Gez » Fri Sep 27, 2019 4:44 am

chippo wrote:I'd dig an option that said "Regarding jump,crouch,freelook, do EXACTLY what the map author designed for", 'On'/'Off'.


We'll need to wait for someone to develop a mind-reading library, and use it in conjunction with a time-travel library, so that GZDoom can look in the map author's mind at the moment they were making the map to retrieve that information.
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