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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0002278 | Zandronum | [All Projects] Suggestion | public | 2015-06-01 00:48 | 2015-07-17 18:05 | ||||
Reporter | AlexMax | ||||||||
Assigned To | |||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | no change required | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002278: New compatflag for two-way wallrunning | ||||||||
Description | ZDaemon has a dmflag that allows for two-way wallrunning. This has been used for their ZDDL duel settings, and I think some CTF maps make use of it, like MAP07 from ZDEpic CTF. Seems like it would be a simple update to make. Not really sure how you would implement this, flagwise, though. Maybe a separate comaptflag that is mutually exclusive to the existing vanilla wallrun flag? | ||||||||
Attached Files | |||||||||
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Dusk (developer) 2015-06-01 00:51 edited on: 2015-06-01 00:53 |
What are we being compatible with here? Sounds like ZDaemon included this as a proper wallrunning feature which means this should be a gameplay flag rather than a compat flag (sv_fullwallrun?). What does ZDaemon call this flag? |
AlexMax (developer) 2015-06-02 01:04 edited on: 2015-06-02 01:11 |
I actually don't see a compatflag. I'm pretty sure there was one back in the 1.06 days, but it might be default by now. |
Dusk (developer) 2015-06-03 15:36 |
You appear to have changed the suggestion from "four-way" wallrunning to "two-way"? What does two-way wallrunning mean? |
unknownna (updater) 2015-07-17 16:10 edited on: 2015-07-17 17:29 |
After discussing this with AlexMax on IRC we concluded with that it was just a misunderstanding on his part. compat_wallrun does what you wish for, i.e. two-way wallrunning north/south. compat_plasmabump enables vanilla wallrunning, i.e. north on solid walls and east on two-sided impassable linedefs, and allows for glitched item grabbing (Dwango 5 MAP01 BFG). When both are enabled it seems that compat_plasmabump overrides compat_wallrun due to it overriding the movement code completely. In ZDaemon and ZDoom 1.23b33, glitched item grabs are possible with two-way wallrunning (which is enabled by default and has no flag). This is not possible in Zandronum. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2015-06-01 00:48 | AlexMax | New Issue | |
2015-06-01 00:51 | Dusk | Note Added: 0012487 | |
2015-06-01 00:53 | Dusk | Note Edited: 0012487 | View Revisions |
2015-06-02 01:04 | AlexMax | Note Added: 0012496 | |
2015-06-02 01:04 | AlexMax | Note Edited: 0012496 | View Revisions |
2015-06-02 01:07 | AlexMax | Note Edited: 0012496 | View Revisions |
2015-06-02 01:11 | AlexMax | Summary | New compatflag for four-way wallrunning => New compatflag for two-way wallrunning |
2015-06-02 01:11 | AlexMax | Description Updated | View Revisions |
2015-06-02 01:11 | AlexMax | Note Edited: 0012496 | View Revisions |
2015-06-03 15:36 | Dusk | Note Added: 0012509 | |
2015-07-17 16:10 | unknownna | Note Added: 0012960 | |
2015-07-17 16:10 | unknownna | Note Edited: 0012960 | View Revisions |
2015-07-17 17:29 | unknownna | Note Edited: 0012960 | View Revisions |
2015-07-17 18:05 | unknownna | Status | new => closed |
2015-07-17 18:05 | unknownna | Resolution | open => no change required |
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