I toyed briefly with putting this in "Bugs" but then I realised that a lot of these inconsistencies may be due to deliberate design decisions in Zdoom rather than actual bugs.
So, I'm posting this here to find out what the situation should be. Try running the attached file in MBF or WinMBF and then Zdoom to compare how the two prots handle the effects. There are a number of significant differences - mainly with physics related stuff. Some things I think Zdoom handles better (eg monsters on ice), some things Zdoom doesn't seem to handle at all (eg monsters in wind), corpse and items handling seems to be quite different on steps/moving floors, the A_Mushroom demo simply doesn't work in Zdoom and the grenade launcher is messed up (possibly due to a clash with supporting the skulltag one?).
Anyway, here's the file:
http://www.rowand.myzen.co.uk/zdoom/mbfedit!.zip
MBFEdit!.WAD inconsistencies
Re: MBFEdit!.WAD inconsistencies
Don't see how, the MBFEdit grenades are dehacked rockets. Dehacked doesn't mess with actor names, so they're still rockets. (And as a matter of fact, they behave exactly the same way in an old version of ZDoom without that modification.)Enjay wrote:the grenade launcher is messed up (possibly due to a clash with supporting the skulltag one?).
Both "torque tests" are based on something that is deliberately not supported by ZDoom.
As a result, it invalidates the conditions for the "touchy flag" test; but it doesn't work either when summoning barrel from a height to make them fall. I don't remember seeing a "touchy" flag in the code anyway.
Monsters not affected by terrain friction is also deliberate, the code is there but #ifdefed out last time I checked. The wind tunnel thing might be for the same reason.
A_Die codepointer works, and the lighting effect works as well. So everything that doesn't work is either dehacked bugs or deliberate choices.
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: MBFEdit!.WAD inconsistencies
... if you have ever seen the effect in action you know why.Gez wrote: Monsters not affected by terrain friction is also deliberate, the code is there but #ifdefed out last time I checked. The wind tunnel thing might be for the same reason.
