[All versions] Heretic inconsistensies.
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Re: [All versions] Heretic inconsistensies.
Yeah, it's the same dagger in Hexen. In Strife it appears to be the same arrow as in Doom.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: [All versions] Heretic inconsistensies.
Added the dagger for Heretic and Hexen.
Re: [All versions] Heretic inconsistensies.
These were mentioned years ago and deemed not worth bothering about.signofzeta wrote:Degreelessness Mode on. Supposed to be God mode on.
Changing Level... Supposed to be Level Warp.
And yada yada blah blah.
Oh, and even though it's been added, I haven't seen the dagger effect yet in Zdoom so for those that want to see it, here's a DOSBox screengrab:
Spoiler:
- Graf Zahl
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Re: [All versions] Heretic inconsistensies.
Concerning the pod pushing I'm afraid that this isn't going to be easy. The pushing code was so much depending on engine bugs present that some of ZDoom's changes made it work differently - and trying to fix this code to work in a sensible manner even further deviates from the original which is not restorable.
What I did is the following:
- Made sure that each object only gets pushed once during P_XYMovement. This caused all pushes to be the smaller step size but at least now it's consistent
- Increased the push factor for the pod from 0.25 to 0.5
- Removed some code in P_DamageMobj that clamped the damage thrust. This code was originally done to prevent overflows but it was the wrong way to do it. A much better solution which doesn't have such a serious impact on gameplay is to do the thrust calculation in floating point so that it can't overflow.
After these 3 changes I'm much more satisfied with the behavior - and the third one also makes the secret exit in Doom's E3M6 easier to reach again with a rocket jump - as it should.
What I did is the following:
- Made sure that each object only gets pushed once during P_XYMovement. This caused all pushes to be the smaller step size but at least now it's consistent
- Increased the push factor for the pod from 0.25 to 0.5
- Removed some code in P_DamageMobj that clamped the damage thrust. This code was originally done to prevent overflows but it was the wrong way to do it. A much better solution which doesn't have such a serious impact on gameplay is to do the thrust calculation in floating point so that it can't overflow.
After these 3 changes I'm much more satisfied with the behavior - and the third one also makes the secret exit in Doom's E3M6 easier to reach again with a rocket jump - as it should.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49229
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: [All versions] Heretic inconsistensies.
Added the floor flame bug as a compatibility option.
I'm afraid that I don't have an idea what to do with the whirlwind though. Like so many other parts of the engine the code responsible is riddled with bugs and inconsistencies that all interact and somehow produce this result - but with ZDoom's code that's partially fixed it's different.
I'm afraid that I don't have an idea what to do with the whirlwind though. Like so many other parts of the engine the code responsible is riddled with bugs and inconsistencies that all interact and somehow produce this result - but with ZDoom's code that's partially fixed it's different.
- InsanityBringer
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Re: [All versions] Heretic inconsistensies.
If you *really* want those to be the originals, you could set the heretic/hexen.autoload sections to load a small WAD that uses a language lump to override those strings.signofzeta wrote:
Degreelessness Mode on. Supposed to be God mode on.
Changing Level... Supposed to be Level Warp.
And yada yada blah blah.
-
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Re: [All versions] Heretic inconsistensies.
Hey, I'm just saying. How no one here mentioned this inconsistency.InsanityBringer wrote:If you *really* want those to be the originals, you could set the heretic/hexen.autoload sections to load a small WAD that uses a language lump to override those strings.signofzeta wrote:
Degreelessness Mode on. Supposed to be God mode on.
Changing Level... Supposed to be Level Warp.
And yada yada blah blah.
I guess I could mention a lot of inconsistencies that won't be changed, like how Hellstaff shots are not supposed to be see through etc etc.
But Zdoom Heretic was never consistent with Heretic to start with anyway.
Re: [All versions] Heretic inconsistensies.
That's on the same level as "resolution is not supposed to be anything else than 320x200". Heretic had only one translucency method with only one level, the one used for Heretic's ghost monsters. ZDoom has better graphic capacities and uses additive translucency for all types of fireballs, instead of making them opaque and fullbright. It's not an inconsistency, it's an improvement.signofzeta wrote:I guess I could mention a lot of inconsistencies that won't be changed, like how Hellstaff shots are not supposed to be see through etc etc.
Re: [All versions] Heretic inconsistensies.
Don't think you are the only one who noticed this. I remember a long time ago that walking on lava (or at least the gray stone with the little red rocks all over it) jerked your view around a little bit whenever you got hurt by it.Demon! wrote:Ok, I have found a real inconsistency - and it does affect gameplay to an extent.
Player movement should be slowed down (in a sporadic manner) while walking on lava-type damaging floor. This does not happen in zDoom.
I can't give a very good description, so see how it works in the DOS version. Just find some lava and take a walk.
Re: [All versions] Heretic inconsistensies.
I think you're dreaming.
No such feature was ever in any version of Doom, to my knowledge. Certainly never a version I've played.
Sure you're not thinking of another game?

Sure you're not thinking of another game?
Re: [All versions] Heretic inconsistensies.
Heretic, not Doom. It's not exactly a feature, it's the way the game handles damage by lava. It slows you down and makes you movement somewhat jerky. It's like you are walking through thick mud (which is pretty realistic for lava, isn't it?). You can call it a "side effect" if you wishHotWax wrote:No such feature was ever in any version of Doom

But it does exist, I remember seeing it many years ago, and I still see it today (with or without DOSBox).
By the way, (sorry to change the subject so quickly), does the Maulotaur have an obituary? So far, I only get "player died".
Re: [All versions] Heretic inconsistensies.
Well, I played Vanilla Heretic for a while yesterday. I warped to a couple of different levels where I knew that there was plenty of lava and I thrashed around in it taking damage until I died a number of times. I can't say that I noticed the slow-down jerky effect at all. 

Re: [All versions] Heretic inconsistensies.
Did you try turning left and right while walking?
Believe it or not - it happens for me. It happened in the 1990's and it's still happening now. On several different computers. That's all I know.
Oh well, it's not a serious issue anyway...
Believe it or not - it happens for me. It happened in the 1990's and it's still happening now. On several different computers. That's all I know.
Oh well, it's not a serious issue anyway...
Re: [All versions] Heretic inconsistensies.
It happens for me, I tried Heretic on DosBox. If I ran straight through the lava without turning, nothing happened.
If I turned in the lava, moving or not, it would disrupt my turning. This happened more frequently on 1.3 than it did on 1.0.
E2M6 is the level I tried this on.
If I turned in the lava, moving or not, it would disrupt my turning. This happened more frequently on 1.3 than it did on 1.0.
E2M6 is the level I tried this on.
Re: [All versions] Heretic inconsistensies.
Left, right, back, forth, strafe left, strafe right, everything, over and over. I'm either unobservant, or it didn't happen (I accept either possibility
).
[edit]Having read the descriptions again, if it is happening, it sounds more like a bug than anything else. If it doesn't happen with normal walking, but it makes turning jerky - well, it doen't really sound like an intended effect to me. [/edit]

[edit]Having read the descriptions again, if it is happening, it sounds more like a bug than anything else. If it doesn't happen with normal walking, but it makes turning jerky - well, it doen't really sound like an intended effect to me. [/edit]