I'm currently working on a Vanilla megawad, and the donut action 9 works correctly in every port (DSDA Doom, PrBoom Plus, Eternity Engine, Woof) except for GZDoom.
I have tested in the latest stable and dev release of GZDoom.
I suggest that maybe a compatibility setting could be added for "Doom (Strict)" for this to work correctly in Vanilla maps... that is only if the fix would break default compatibility.
I have added a video of the donut action in my map that completely breaks only in zdoom ports:
[youtube]https://www.youtube.com/watch?v=SETH3Gpyi7g[/youtube]
Also here is the map in the wad I'm currently working on, that you can test with (MAP01):
https://drive.google.com/file/d/1s_bYXi ... sp=sharing
GZDoom Donut Compatibility Setting for Vanilla (Action 9)?
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Re: GZDoom Donut Compatibility Setting for Vanilla (Action 9)?
That donut set up works in:
Chocolate Doom
Eternity Engine (only if "Use Doom floor motion behavior" is on)
PrBoom-Plus/DSDA (complevels 1-6 only; or if "Use exactly Doom's floor motion behavior" is on)
Woof (on vanilla compatability; or if "Use exactly Doom's floor motion behavior" is on)
GZDoom's compat_floormove (Use Doom's floor motion behavior) has no effect on this.
It won't play right in most other ports either. But a working compatability option for this would be good. Here's a reduced working example of the map (32 lines, 10 sectors; line etc. numbers are in the same order as in the original wad): https://www.dropbox.com/s/w0rmzznsqtb94 ... 2.zip?dl=1
Chocolate Doom
Eternity Engine (only if "Use Doom floor motion behavior" is on)
PrBoom-Plus/DSDA (complevels 1-6 only; or if "Use exactly Doom's floor motion behavior" is on)
Woof (on vanilla compatability; or if "Use exactly Doom's floor motion behavior" is on)
GZDoom's compat_floormove (Use Doom's floor motion behavior) has no effect on this.
It won't play right in most other ports either. But a working compatability option for this would be good. Here's a reduced working example of the map (32 lines, 10 sectors; line etc. numbers are in the same order as in the original wad): https://www.dropbox.com/s/w0rmzznsqtb94 ... 2.zip?dl=1
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: GZDoom Donut Compatibility Setting for Vanilla (Action 9)?
I did the same as the other ports and added the special check to compat_floormove.
Re: GZDoom Donut Compatibility Setting for Vanilla (Action 9)?
I should clarify that the way the donut works normally in ZDoom ports is the Boom way of handling donuts.Joseph Baldybridge wrote: ↑Thu Sep 22, 2022 12:29 am GZDoom's compat_floormove (Use Doom's floor motion behavior) has no effect on this.
It won't play right in most other ports either. But a working compatability option for this would be good. Here's a reduced working example of the map (32 lines, 10 sectors; line etc. numbers are in the same order as in the original wad): https://www.dropbox.com/s/w0rmzznsqtb94 ... 2.zip?dl=1
Sorry I've been a bit busy as of late with Nanowadmo.
I will mention that I tested the latest dev build (4.9pre-327) and it seems it currently only does the donut correctly if the compatibility is set to Doom / Doom (Strict).
At the moment if I include "compat_floormove = 1" in the ZMAPINFO, it does not seem to do the donut correctly.