[Not a bug] Wallrunning issue

Bugs that have been investigated and resolved somehow.

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Postby Hirogen2 » Wed Jan 07, 2004 11:31 am

randy wrote:
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.

:D :D
If Zdoom had demo support it would break demos, if it was not a compatibility option.

Question: what features are broken by this?
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Postby Graf Zahl » Wed Jan 07, 2004 1:05 pm

Fast projectiles for example. To be exact it breaks everything that requires more precise movement handling. Wallrunning was caused by a (typical id) bug in the movement code. At one point they had to change something (in this case split fast moves in two) but didn't change all code that was required. The code that handles faster objects is incompatible with this bug.
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Postby Xaser » Fri Jan 09, 2004 6:15 pm

Oh, so that's why fast projectiles are handled erratically for me. I need to turn wallruning off?

:cry:
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Postby Graf Zahl » Fri Jan 09, 2004 6:25 pm

Exactly!
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