MartinHowe wrote:I was the DosDoom team member that first coded that.
I didn't know you were on the DosDoom team. I really used to like that port. What happened to it? I mean it was something like version 0.65beta (which was quite different to the previous version IIRC - was that introducing DDF or something similar?) and then it just kind of disappeared. I kind of got the impression it was taken over by OGRE or EDGE or something, but I'm not sure.
Speaking of DosDoom, I always like the way it did its jumping. It felt quite natural and I found it easier to do, although it had some problems too.
Something that has frustrated me a lot of the time with Zdoom jumping is that sometimes you just don't jump if you are on the edge of something.
Imagine you are running towards the edge of a platform and you want to leave your jump to the last possible second to get the furthest jump possible. Sometimes, if you leave it just a fraction too late, you simply don't jump (in Zdoom) even though you have not actually stepped off far enough to start falling yet. It feels wrong. It feels like you shoulod be able to jump, but you don't. I *think* if any of the player radius is sticking out over the edge, the jump is nullified.
It also happens when standing on some things. Try your (Martin's) mini monster pack (kill everything first). If you jump up on to the Nazi-flag table thing with nothing on it, you can run and jump off the edge across to the switch poles and run along the tops of the monster activation switches (Don't ask why I was doing this). Now try and do it on the other side of the room. Jump up onto the table and try to run and jump onto the switches. Most of the time you simply cannot jump and just end up falling short of the switch.
