MBFEdit!.WAD inconsistencies
Posted: Sat Jul 04, 2009 4:09 am
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
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