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Unfortunately backporting this fix in an out of order manner is cumbersome because it was made after several other changes in A_VileAttack that Skulltag doesn't have yet. I could do this, but this would create additional overhead once I completely upgrade the ZDoom base again. |
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(0001716)
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unknownna
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2011-05-21 20:12
(edited on: 2015-06-06 23:41) |
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I see. Well, you're the boss. It's your call. But I know that players would prefer the proper Doom behavior over the broken ZDoom behavior. For instance, you can't use the Arch-vile jump trick or the rocket jump trick properly in ST due to the broken ZDoom behavior.
I suppose that backporting the fixes in P_DamageMobj and P_ZMovement would create similar obstacles as well, right?
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> I suppose that backporting the fixes in P_DamageMobj and P_ZMovement would create similar obstacles as well, right?
Not necessarily. A lot of the ZDoom fixes can be backported easily, I will have to look at them in detail though to be sure. |
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And there will be a flag that enables the "old" behavior, right? There are some mods (not many, just Deathrun off the top of my head) which rely on the high thrust provided by Arch-Vile attacks. |
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(0007237)
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Qent
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2013-09-19 00:58
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I believe that can be easily fixed with a DECORATE patch. |
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(0007331)
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Arco
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2013-10-06 17:46
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Works as intended in v2.0. |
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