fast crusher desync

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fast crusher desync

Post by Guest »

Doom fast moving crushers start desyncing from identical crusher sectors the moment when they start crushing something.

Slow moving crushers slow down when crushing something but fast ones should keep their constant speed. The deviation is small at first but it grows on every cycle during the time there's something to crush. It's as if the crusher ceiling doesn't go as far down as it should.

Example case: Doom.wad E2M2. The hallway has five crushers, the three middle ones have the same floor and ceiling heights and they're activated at the same time. Trigger them in -nomonsters game, use god mode and walk under one for a minute. (no pun intended :) ) Compare the results.

Note: only the walk over line 300 mu to the north from the red door will trigger the e2m2 fast crushers. The lines in between the crushers trigger slow moving crushers. Once triggered as fast moving crushers they'll keep as fast even if retriggered from slow moving crusher line. And vice versa.
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Enjay
 
 
Posts: 26441
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: fast crusher desync

Post by Enjay »

I just did the above test and compared vanilla to GZDoom. They do differ. The desync did not happen in doom.exe but did in gzdoom.

Worth pointing out that it's the three larger crushers in the middle of the five that are set to the same height at the start. The two smaller ones (one at either end) have different heights.
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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 48543
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: fast crusher desync

Post by Graf Zahl »

fixed

This was one of these early ZDoom fixes which never considered the consequences of altering gameplay behavior. I only made a partial revert to handle the single case where it caused problems.

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