[Fixed] Deaths
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- LilWhiteMouse
- Posts: 2270
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Deaths
Have there been any modifications to how deaths are handled? I don't remember vanilla Doom(2) monsters having a temporary death height. Example, give yourself the chainsaw and summon a demon. Kill it while moving into it. For just a second, you'll step up on the corpse about 16 units, then drop back down (when A_NoBlocking takes effect?).
The problem I had is that this step-up pushed me into another actor, and I had to noclip to get free. Specifically, the northern ladder in Hellspawn that leads to a pair of demons. I killed one of the demons with a chainsaw, and I got pushed up into one of the ladder bars.
The problem I had is that this step-up pushed me into another actor, and I had to noclip to get free. Specifically, the northern ladder in Hellspawn that leads to a pair of demons. I killed one of the demons with a chainsaw, and I got pushed up into one of the ladder bars.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
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The death code reduces the height of any dying object to 1/4 or its original height. That as been the case since the first Doom version. In Doom it didn't matter because for the collision code the actors were infinitely tall. As we all know this has been changed in ZDoom so the step up is something to be expected.
As for being stuck: I can't explain this. But then, Doom's collision code is a mystey in itself...
As for being stuck: I can't explain this. But then, Doom's collision code is a mystey in itself...
I'm pretty sure Doom dropped the height of a monster to 1/4 when it died. The thing with Doom is 100% or 25%.... it's all infinitely tall, so you would have never noticed.
Last edited by Risen on Tue Mar 02, 2004 8:02 pm, edited 1 time in total.
- LilWhiteMouse
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Of course, it would have been harder to spot in Doom.exe The monster, being infinitely tall, even when reduced to 1/4 of its original height, would block player movement until the noblocking pointer took effect. From then on, you would be able to walk right through the monster. So you would never have a time when it was possible to step on a monster and thereby notice how this was being handled.
This behavior is normal. When you kill a monster, it's height is automatically reduced to 1/4 until the NOBLOCKING code pointer is reached. However, in vanilla doom, all the actors were infinitely tall, so You couldn't ever step on top of the monster. I wonder why ID even made it do that in the first place.
(Sorry. I just had to say it. Hey HotWax, do you understand NOW?)
(Sorry. I just had to say it. Hey HotWax, do you understand NOW?)
- Ultraviolet
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- Location: PROJECT DETAILS CLASSIFIED.
- Ultraviolet
- Posts: 1152
- Joined: Tue Jul 15, 2003 9:08 pm
- Location: PROJECT DETAILS CLASSIFIED.