Tested on all my other doom ports. Red firesticks block monster and player projectiles. Changes gameplay quite a bit. Probably other light sticks also block.
Some vanilla wads were made with these as barriers that can be shot through. But zdoom blocks projectiles.
Forever, things block some projectiles.
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- Graf Zahl
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Re: Forever, things block some projectiles.
Very old and very known. It's necessary to be able to walk on things.
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Re: Forever, things block some projectiles.
Option for compat_nopassover is there.
Compat flags are good so older maps dont break compatibility.
Compat flags are good so older maps dont break compatibility.
Re: Forever, things block some projectiles.
He was talking about them blocking projectiles, not being able to walk over them.Graf Zahl wrote:Very old and very known. It's necessary to be able to walk on things.
- InsanityBringer
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Re: Forever, things block some projectiles.
You missed the point completly. If I'm right, Solid things always blocked projectiles since vanilla doom. You never noticed it though since the decorations in doom had a height of 16. You couldn't walk over them, since doom treated all objects of being infintly tall. (this would only block things without the MF_NOBLOCKMAP flag though, allowing missiles to pass through) To allow people to walk on solid objects in zdoom though, their height needed to be increased, as well as removal of the infinitly tall blocking (can be renabled though). This is exactly what stops projectiles from going through decorations.Firewolf wrote:He was talking about them blocking projectiles, not being able to walk over them.Graf Zahl wrote:Very old and very known. It's necessary to be able to walk on things.
Simple explanation:Zdoom's ability to walk on things causes the inability to shoot through things. This can easily be fixed with a simple decorate lump and usage of the "Actors are infinitly tall" compatibility option.
Re: Forever, things block some projectiles.
EE has a flag to deal with this, called 3DDECORATION. Things with the flag in question clip missiles using their old height value even when 3D object clipping is enabled. It requires a little function call to get the proper height value instead of using mo->height. This approach is only necessary for 100% vanilla compat. If you wanted, you could make the things pass missiles entirely with a hack to the clipping code, just as THRUGHOST missiles pass through GHOST objects.