[Not a bug] Wallrunning issue

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Wallrunning issue

Postby Hirogen2 » Sat Jan 03, 2004 6:02 am

When on Doom2's map19, wallrunning on the West or East wall produces the expected speed increase, where as it doesnot on the Southern (and probably Northern too)
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby Ty Halderman » Sat Jan 03, 2004 6:22 am

If by the West or East wall you mean the ones going North-South, that's the only way it ever worked.
User avatar
Ty Halderman
I'm free! ...or at least inexpensive.
... in loving memory ...
 
Joined: 17 Jul 2003
Location: New Orleans LA

Postby Cutmanmike » Sat Jan 03, 2004 7:20 am

How do you wall run anyway? I only seem to do it by accident
User avatar
Cutmanmike
Is it hot in here or is it just ZScript
 
Joined: 06 Oct 2003
Location: United Kingdom
Discord: https://discord.gg/Whts7Bj
Operating System: Windows Vista/7/2008 64-bit

Postby Tai » Sat Jan 03, 2004 8:41 am

You strafe against a straight wall.
Tai
BFG Lamer and Coop Gamer.
 
Joined: 23 Aug 2003

Postby Cutmanmike » Sat Jan 03, 2004 9:00 am

Aha I seeee
User avatar
Cutmanmike
Is it hot in here or is it just ZScript
 
Joined: 06 Oct 2003
Location: United Kingdom
Discord: https://discord.gg/Whts7Bj
Operating System: Windows Vista/7/2008 64-bit

Postby Hirogen2 » Sat Jan 03, 2004 2:19 pm

Ty Halderman wrote:If by the West or East wall you mean the ones going North-South, that's the only way it ever worked.

O_O What about diagonal walls? Any guess why id has only made this for W/E
walls? ;-)
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby Xaser » Sat Jan 03, 2004 2:29 pm

They didn't purposely make it. It was a "glitch" in the engine.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Postby Hirogen2 » Sat Jan 03, 2004 3:47 pm

How about extending this glitch?
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany
Github ID: jengelh
Operating System: RedHat-like Linux (RHEL, Fedora, CentOS, etc) 64-bit
Graphics Processor: Intel (Modern GZDoom)

Postby HotWax » Sat Jan 03, 2004 3:48 pm

Errrrrrrr.... Why?
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Ultraviolet » Sat Jan 03, 2004 3:52 pm

For cheating.
User avatar
Ultraviolet
AKA "Faint"
 
Joined: 15 Jul 2003
Location: PROJECT DETAILS CLASSIFIED.

Postby Xaser » Sat Jan 03, 2004 7:02 pm

Because it makes map15 of Mock2 faster.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Postby Graf Zahl » Sun Jan 04, 2004 9:34 am

Am I the only one who thinks that adding buggy behavior to ZDoom is rather stupid?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby Xaser » Sun Jan 04, 2004 9:42 am

Graf, remember that there already is a compatflag to turn wallrunning completely off.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Postby Graf Zahl » Sun Jan 04, 2004 9:51 am

You mean there is a flag to turn it back on, right? ;)
The new movement logic that allows faster projectiles is incompatible with wallrunning and the old buggy behavior is only preserved for compatibility reasons so I don't see any need at all to extend the bug.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby randi » Tue Jan 06, 2004 5:17 pm

Hirogen2 wrote:How about extending this glitch?

I have a better idea: How about turning wall running back off and forgetting about it? This is a bug, not a feature, and enabling it breaks other features.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Next

Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 0 guests