[Not a bug] Frozen Monsters
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- Nanami
- Posts: 1066
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Frozen Monsters
I was playing with some of the weapons I put together and noticed something pretty odd. In 52 it seems that frozen things with large radii can be pushed in really odd ways. It's hard to explain so I made a demo with an arachnotron.
I used an arachnotron in the demo but it's really more fun with a spider mastermind. Unfortunately freeze mode (unrelated to ice freezes, heh) doesn't get recorded in demos so when I played it back I just got shot to death.
File's too big for an attachment so here: http://nami.mancubus.net/hehwtf.zip
I used an arachnotron in the demo but it's really more fun with a spider mastermind. Unfortunately freeze mode (unrelated to ice freezes, heh) doesn't get recorded in demos so when I played it back I just got shot to death.
File's too big for an attachment so here: http://nami.mancubus.net/hehwtf.zip
Well, these things ARE made of ice. Ice pretty much removes all the friction between the object and the floor. It makes a kind of convoluted sense for the object to slide quickly across the wall after you push it against it. The bigger the object is, the move surface area you have to push on, and therefore the faster the object gets "shot away" when it slips out of your grasp to one side.Graf Zahl wrote:Pushing is not and was never mass-dependent. So you'll push anything with the same speed. I don't know whether it makes sense to change this. It's definitely not a bug.

Ah, but the same force is NOT being applied at all!Graf Zahl wrote:Sure, but the momentum you give to an object by pushing it should normally be proportional to the mass, given you use the same force to push (according to real world physics) I wasn't talking about friction. These are 2 completely different things.
If you freeze a zombie and press him against a wall, when he "ejects" his momentum will be caused by the force you're pressing against one side of him or the other. Since a zombie is thin, this force will only be applied for a short time.
If you freeze a spiderdemon and do the same, it will remain in contact with the player longer and thus more force will be applied that will propel it further and faster along the wall's surface away from the player.
Or something.

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49232
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
HotWax wrote:Ah, but the same force is NOT being applied at all!Graf Zahl wrote:Sure, but the momentum you give to an object by pushing it should normally be proportional to the mass, given you use the same force to push (according to real world physics) I wasn't talking about friction. These are 2 completely different things.
If you freeze a zombie and press him against a wall, when he "ejects" his momentum will be caused by the force you're pressing against one side of him or the other. Since a zombie is thin, this force will only be applied for a short time.
If you freeze a spiderdemon and do the same, it will remain in contact with the player longer and thus more force will be applied that will propel it further and faster along the wall's surface away from the player.
Or something.
Sure, that's the way Doom works and that's exactly what I was trying to prove to be physically wrong. The problem with Doom's pushing code is that mass is never taken into account. You need much more force to push a massive object in reality. In Doom this is not the case.