[Bug] Worsthub.wad linedef problem [2.1.x]

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Bashe
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[Bug] Worsthub.wad linedef problem [2.1.x]

Post by Bashe »

I was playing Worsthub.wad, a Xaser wad (can't link to it right now, on another computer, but it's in Idgames), a while back and at one point the player automatically jumps across an abyss and lands on a piece of land across the pit. In the 2.1.x versions, the player jumps across the abyss and hits an invisible wall to end up dying in the abyss, yet in older versions this wall did not present a problem. What's wrong?
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Necromage
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Post by Necromage »

I know the movement code that handles the zthrust and thrust specials was changed in somewheres during the 2.0.x versions so in all likelyhood what you are experiencing is one of the side effects of that change.
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Graf Zahl
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Post by Graf Zahl »

Gravity application was done wrong in older versions of ZDoom so with the fixed code the player can jump slightly farther and higher. Maybe it's related.

But I am unwilling to look for this in the WAD myself because I'm not in the mood to subject myself to this kind of torture. Where exactly is 'at one point'?
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Bashe
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Post by Bashe »

Warp to map04 and simply run straight ahead. Don't forget stopmus as well! :D
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Post by skadoomer »

perhaps you should link the problematic wad too.
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Post by Bashe »

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Post by Necromage »

And if you can, telling us what version of zdoom this plays correctly in would help too.
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Bashe
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Post by Bashe »

2.0.63a
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Graf Zahl
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Post by Graf Zahl »

It looks my guess was correct. The gap the player has to jump through is just a tiny bit too narrow for the fixed code. Now, if this was a serious map it might bother me enough to add a compatibility option. But since this is utter crap (and perfectly well knows about it - see the name) I won't bother. ZDoom had its gravity code wrong forever (the last version not to have this problem is 1.22) and this was clearly a bug that breaks other maps. So unless some real map needs special treatment I don't see any point to re-introduce the buggy behavior.
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Post by Hirogen2 »

Hm, is this the same issue why SonicDoom MAP17 (where you fall deep down) specifically requires ZDoom 2.0.94f?
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Graf Zahl
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Post by Graf Zahl »

I don't think so. The issue that caused me to change this was that in older ZDooms you couldn't run over a gap to a 24 map units higher platform. Good examples for this are the exit puzzle of CommunityChest Map10 or the secret in MAP02 of Bio-War. And as I said, the bug was introduced in one of the early 1.23 betas. 1.22 doesn't have it.
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