Doom fast moving crushers start desyncing from identical crusher sectors the moment when they start crushing something.
Slow moving crushers slow down when crushing something but fast ones should keep their constant speed. The deviation is small at first but it grows on every cycle during the time there's something to crush. It's as if the crusher ceiling doesn't go as far down as it should.
Example case: Doom.wad E2M2. The hallway has five crushers, the three middle ones have the same floor and ceiling heights and they're activated at the same time. Trigger them in -nomonsters game, use god mode and walk under one for a minute. (no pun intended ) Compare the results.
Note: only the walk over line 300 mu to the north from the red door will trigger the e2m2 fast crushers. The lines in between the crushers trigger slow moving crushers. Once triggered as fast moving crushers they'll keep as fast even if retriggered from slow moving crusher line. And vice versa.
fast crusher desync
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Re: fast crusher desync
I just did the above test and compared vanilla to GZDoom. They do differ. The desync did not happen in doom.exe but did in gzdoom.
Worth pointing out that it's the three larger crushers in the middle of the five that are set to the same height at the start. The two smaller ones (one at either end) have different heights.
Worth pointing out that it's the three larger crushers in the middle of the five that are set to the same height at the start. The two smaller ones (one at either end) have different heights.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: fast crusher desync
fixed
This was one of these early ZDoom fixes which never considered the consequences of altering gameplay behavior. I only made a partial revert to handle the single case where it caused problems.
This was one of these early ZDoom fixes which never considered the consequences of altering gameplay behavior. I only made a partial revert to handle the single case where it caused problems.