MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000442 | Zandronum | [All Projects] Suggestion | public | 2011-05-14 13:30 | 2018-09-30 21:17 |
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Reporter | unknownna | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 98d | |
Target Version | | Fixed in Version | 1.1 | |
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Summary | 0000442: Non-SOLID things and inventory items fall through invisible bridges compatflag |
Description | 'http://www.doomworld.com/vb/post/909731 [^]'
Quote from dew st fixes the bug where flags fall through fake bridges. that means map04/map26 flag drops don't work. it might be an engine exploit, but it has become a standard. the offensive potential is seriously hindered on them. |
Steps To Reproduce | This changed in Skulltag somewhere between 95f, 95g and 95h.
95f (Oct 18, 2003): Non-SOLID things and inventory items fall through bridges.
95g (Nov 32, 2003): Non-SOLID things no longer fall through bridges.
95h (Dec 6, 2003): Inventory items no longer fall through bridges. |
Additional Information | 'http://mancubus.net/svn/hosted/zdoom/zdoom/trunk/docs/rh-log.txt [^]'
August 13, 2003
* Removed the check for MF_SOLID in P_TestMobjZ(). Nonsolid things should still be blocked by invisible bridges. (So no more corpses will fall through invisible bridges.)
October 24, 2003
* Fixed: Inventory items would fall through invisible bridges. |
Tags | No tags attached. |
Relationships | |
Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2011-05-14 13:30 | unknownna | New Issue | |
2012-10-06 07:41 | unknownna | Description Updated | bug_revision_view_page.php?rev_id=2717#r2717 |
2012-10-07 09:17 | Torr Samaho | Note Added: 0005018 | |
2012-10-07 09:17 | Torr Samaho | Assigned To | => Torr Samaho |
2012-10-07 09:17 | Torr Samaho | Status | new => assigned |
2012-10-07 09:17 | Torr Samaho | Status | assigned => needs testing |
2012-10-07 10:06 | unknownna | Note Added: 0005022 | |
2012-10-07 10:07 | unknownna | Note Edited: 0005022 | bug_revision_view_page.php?bugnote_id=5022#r2747 |
2012-10-07 10:11 | Torr Samaho | Note Added: 0005023 | |
2012-10-07 10:39 | unknownna | Note Added: 0005026 | |
2012-10-07 10:52 | Torr Samaho | Note Added: 0005027 | |
2012-10-07 13:35 | unknownna | Note Added: 0005030 | |
2012-10-07 13:58 | unknownna | Note Edited: 0005030 | bug_revision_view_page.php?bugnote_id=5030#r2751 |
2012-10-07 16:03 | Torr Samaho | Note Added: 0005033 | |
2012-10-09 14:52 | unknownna | Note Added: 0005056 | |
2012-10-09 16:33 | Dusk | Note Added: 0005062 | |
2012-10-10 05:17 | Torr Samaho | Note Added: 0005068 | |
2012-10-10 06:36 | Qent | Note Added: 0005069 | |
2012-10-11 02:30 | Watermelon | Note Added: 0005082 | |
2012-10-11 02:30 | Watermelon | Note Edited: 0005082 | bug_revision_view_page.php?bugnote_id=5082#r2773 |
2012-10-11 02:31 | Watermelon | Note Edited: 0005082 | bug_revision_view_page.php?bugnote_id=5082#r2774 |
2012-10-11 13:07 | Dusk | Note Added: 0005084 | |
2012-10-11 13:08 | Dusk | Note Edited: 0005084 | bug_revision_view_page.php?bugnote_id=5084#r2777 |
2012-10-14 08:55 | Torr Samaho | Note Added: 0005097 | |
2012-10-14 10:54 | unknownna | Note Added: 0005099 | |
2012-10-14 11:18 | Torr Samaho | Status | needs testing => resolved |
2012-10-14 11:18 | Torr Samaho | Fixed in Version | => 1.1 |
2012-10-14 11:18 | Torr Samaho | Resolution | open => fixed |
2012-10-15 15:25 | unknownna | Note Added: 0005124 | |
2012-10-15 15:25 | unknownna | Status | resolved => feedback |
2012-10-15 15:25 | unknownna | Resolution | fixed => reopened |
2012-10-21 17:12 | Torr Samaho | Note Added: 0005153 | |
2012-10-21 17:12 | Torr Samaho | Status | feedback => resolved |
2012-10-21 17:12 | Torr Samaho | Resolution | reopened => fixed |
2018-09-30 21:17 | Blzut3 | Status | resolved => closed |
Notes |
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I added a new compat flag that lets non-SOLID things fall through bridge things (tentative name compat_oldzcheck, I'm open for suggestions). Please test if this works as intended. |
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(0005022)
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unknownna
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2012-10-07 10:06
(edited on: 2012-10-07 10:07) |
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It seems to be working as intended. The players and their flags drop down through the bridge things when killed (and the items in IDL/ZDCTF: MAP04 finally drop down to their proper positions). It couldn't hurt to keep this ticket open for some more testing though.
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Sure, I'll leave this open for a while then. But do you have a suggestion for a better compat flag name? I'm not really happy with compat_oldzcheck and would like to find a proper name before committing the changes to the source repository. |
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Quote from Torr Samaho Sure, I'll leave this open for a while then. But do you have a suggestion for a better compat flag name?
Perhaps compat_(old)bridgedrop(s)? |
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compat_oldbridgedrops sounds good. I renamed the flag and committed/pushed the changes. |
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(0005030)
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unknownna
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2012-10-07 13:35
(edited on: 2012-10-07 13:58) |
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There's a difference between this flag and ZDaemon's behavior. In ZDaemon/ZDoom 1.23b33, the players/monsters aren't thrusted by blasts when dying on top of bridge things, they simply drop straight down. So if a player dies on the ledge of a bridge thing in Zandronum with the compatflag enabled, the flag might not drop down as desired. Are the flags tossed? If not, then there shouldn't be any problems. This changed in ZDoom somewhere between 2.0.29 and 2.0.30.
On a side note, there's also a difference in terms of player movement on top of bridge things. In ZDaemon/ZDoom 1.23b33, the player doesn't play the DSOOF sound when jumping on bridge things alone. People will notice this difference sooner or later and request that a "ZDaemon bridge physics" flag should be added. This changed in ZDoom somewhere between 2.0.98 and 2.1.0. In Skulltag, this changed somewhere between 96f and 97b.
Quote from ZDoom Changelog April 11, 2006 (Changes by Graf Zahl)
- Added a check to P_CheckSlopeWalk that prevents sliding when hanging over
a sloped dropoff.
- Fixed: z-momentum application in P_ZMovement was incompatible with
the original method. Unless MF2_FLOATBOB is set it must be done before
applying gravity to momz.
May 14, 2006 (Changes by Graf Zahl)
- Added GZDoom's code for Vavoom slope things because I wanted to test
something with a map from Silent Steel.
May 22, 2006 (Changes by Graf Zahl)
- Added a check for MF_NOLIFTDROP to PIT_CeilingRaise because the overlapping
bridges in 007LTSD got moved by this function.
So in conclusion, there are 2 more things needed to fully emulate ZDaemon's bridge behavior:
* Things should fall down immediately when they die on bridge things.
* The jumping shouldn't cause the player to grunt when standing still on bridge things and holding +jump.
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I think we cannot and should not try to emulate every miniscule detail of ZDaemon's behavior. Flags not dropping through bridge things considerably changes the gameplay on IDL map 04, that's why I started to work an this. But the DSOOF sound and the potential tossing (can somebody test if this happens at all?) are only minor differences (at least I don't see how they noticeably change the gameplay, but feel free to correct me if I'm overlooking something ). For people who don't want to play Zandronum because of such small things, there will always be a reason not to play Zandronum. |
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It seems that players don't toss their flags, so it works as intended.
Quote from Torr Samaho I think we cannot and should not try to emulate every miniscule detail of ZDaemon's behavior.
Alright, then let us hope that this flag will satisfy the ZDaemon/Odamex people. But I must say that I think it would be wise to emulate certain aspects of ZDoom 1.23b33 thoroughly since ZDaemon and Odamex both use it as their desired competitive standard. |
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(0005062)
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Dusk
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2012-10-09 16:33
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Quote compat_oldbridgedrops
Just a minor nitpick.. all compat flags emulate "old" behavior so the "old" in the compat flag name seems superfluous. I'd suggest just compat_bridgedrops. |
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We could removed "old" from compat_oldexplosionthrust and compat_oldbridgedrops, but IMHO we definitely shouldn't touch compat_oldrandom, compat_oldweaponswitch and compat_oldradiusdmg since they are already included in 1.0, so people are used to these names. Do you think it's a problem if the flags are are less consistent since some keep the "old"? |
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(0005069)
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Qent
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2012-10-10 06:36
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Fortunately there are no "new" bridge drops, only lack thereof. |
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(0005082)
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Watermelon
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2012-10-11 02:30
(edited on: 2012-10-11 02:31) |
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Could change to:
compat_horizontalthrust and compat_bridgedrops
Does the "oldrocketthrust" affect only rockets? If so, then maybe compat_rocketthrust
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(0005084)
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Dusk
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2012-10-11 13:07
(edited on: 2012-10-11 13:08) |
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compat_bombthrust? P_RadiusAttack calls them bombs. :P
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Alright, I dropped "old" from compat_oldexplosionthrust and compat_oldbridgedrops. |
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So this can now be marked as resolved I suppose. |
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Quote from Torr Samaho Alright, I dropped "old" from compat_oldexplosionthrust and compat_oldbridgedrops.
The flags are still named "old" internally.
CVAR (Flag, compat_explosionthrust, compatflags2, COMPATF2_OLD_EXPLOSION_THRUST); CVAR (Flag, compat_bridgedrops, compatflags2, COMPATF2_OLD_BRIDGE_DROPS); |
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I intentionally kept the internal names. This is "old" behavior and IMHO it can't hurt to stress this in the source. |
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