Old Flying Physics for DOOM/BOOM Compatibility

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Graf Zahl
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Graf Zahl »

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.
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drfrag
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by drfrag »

I don't remember the original issue being fixed.
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Graf Zahl »

That was the vertical thrust by explosions which is not compatibility optioned.
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by drfrag »

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.
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Gez »

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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Blue Shadow »

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?
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Graf Zahl
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Graf Zahl »

The difference was only when hitting an actor, as far as I know.
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Blue Shadow »

Okay.
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Re: Old Flying Physics for DOOM/BOOM Compatibility

Post by Guest »

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
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