Graf Zahl wrote:I've heard about some ladder issues myself. It'd be great if we could track down the commit that broke them and add a compatibility option.
As I understand it, the "sprite ladder" trick relied on some oddities of the old Duke3D clipping system that have since been fixed in the EDuke32 clipping rewrite... with unfortunate consequences for older maps and mods.
Including a CVar/GameInfo option to switch between the old and new clipping systems is probably a bit much to ask, what with the new code still been worked on and how aggressively fucked up the Duke3D codebase can be on a good
day, but it'd probably be much appreciated for playing older mods and would provide an interesting differentiator between Raze and mainline eDuke32.
The spriteladder trick works again as of eduke32 r8568, which from what I can tell was merged into Raze.
Grins of Divinity however uses a completely different method to implement ladders, let me demonstrate: https://streamable.com/n1pbq
As you can see, the mod uses a floor-aligned sprite that raises once the player presses 'use' or jumps while near its position.
This behavior however broke with eduke32 r7436, and this is what happens now: https://streamable.com/jceia
From what I can tell, the ladder platform is supposed to lower when near the ceiling, but for some reason the current version constantly thinks that this is the case, and thus it is always pushed down.
Will cross post this over at the duke4 forums.