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IDProjectCategoryView StatusDate SubmittedLast Update
0000989Zandronum[All Projects] Suggestionpublic2012-08-25 03:132018-09-30 20:48
ReporterWatermelon 
Assigned ToTorr Samaho 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version1.0 
Target Version1.1Fixed in Version1.1 
Summary0000989: Flag for zdaemon air physics (for rockets)
DescriptionThe rockets in Zandronum shoot you up more than far, whereas on ZD they give you an insane horizontal thrust.
Odamex uses similar rockets to zdaemon. This may be similar to vanilla physics?

One of the major complaints for not having competitive leagues on Zandronum (like the IDL) is pretty much resulting around the rocket issue. So far everyone is really happy with Zandronum, but this would be the last thing that's needed to sway more people from the competitive scene to play on Zandronum.

Maybe a new CompatFlag2 ?

If any dev is unfamiliar with rocket jumping, load up ZD or oda and aim at the ground and jump w/ a rocket.
Attached Filespng file icon Zandronum 1.1.png [^] (220,729 bytes) 2012-09-16 22:33


png file icon ZDaemon 1.09.png [^] (225,056 bytes) 2012-09-16 22:33


png file icon ZDoom 2.0.42.png [^] (222,016 bytes) 2012-09-16 22:34

- Relationships

-  Notes
User avatar (0004444)
Qent (updater)
2012-08-25 06:01

It would help me to know the exact mechanics of the phenomenon. From what I can tell, Chocolate Doom and Zandronum are very similar, while Odamex's is many times stronger.
User avatar (0004450)
Neewbie (reporter)
2012-08-25 18:44

I want it so we can play rocket jump wads (:
User avatar (0004454)
Torr Samaho (administrator)
2012-08-25 20:38

I surely need more technical details on what exactly you would like to have changed how.
User avatar (0004455)
Neewbie (reporter)
2012-08-25 21:25

I think it's because of the greater aircontrol skulltag has.
'http://zdoom.org/wiki/CVARs:Configuration [^]' says "Note: Skulltag ignores this value unless its compat_limited_airmovement flag is set. The default behavior in that port corresponds to an aircontrol value of 0.25." at sv_aircontrol and is by "Default: 0.00390625 "
User avatar (0004456)
Qent (updater)
2012-08-25 23:34
edited on: 2012-08-25 23:39

It's not. I tested with compat_limited_airmovement and sv_aircontrol 0.

BTW the wiki is incorrect. sv_aircontrol does have an effect when compat_limited_airmovement is false, albeit a strange one. I'll fix the wiki sometime if no one does.

User avatar (0004607)
unknownna (updater)
2012-09-07 08:42
edited on: 2012-09-07 08:45

ZDaemon is apparently based on ZDoom 1.23. In 1.23, rocket blasts were a lot more powerful and sent the players flying far away. I think some popular CTF maps (IDL/ZDCTF: MAP08) were designed with the rocket blast in mind.

'http://www.zdoom.org/files/zdoom/1.x/zdoom-1.23beta33-src.tar.bz2 [^]'
'http://www.zdoom.org/files/123beta33-src.zip [^]'

User avatar (0004675)
Torr Samaho (administrator)
2012-09-15 19:46
edited on: 2012-09-15 19:48

Quote from unknownna
In 1.23, rocket blasts were a lot more powerful and sent the players flying far away.

Watermelon, can you confirm that ZDoom 1.23 behaves exactly as you would like it to in this regard? If so, what's the first ZDoom version where the behavior was changed? Here you'll hopefully find enough old ZDoom versions to pinpoint where the behavior was changed.

User avatar (0004710)
unknownna (updater)
2012-09-16 17:12
edited on: 2012-09-16 17:22

Quote from Torr Samaho
Watermelon, can you confirm that ZDoom 1.23 behaves exactly as you would like it to in this regard?

ZDaemon 1.09 seems to behave like ZDoom 1.23.

Quote from Torr Samaho
If so, what's the first ZDoom version where the behavior was changed? Here you'll hopefully find enough old ZDoom versions to pinpoint where the behavior was changed.

From what I can tell, it seems that ZDoom changed the behavior somewhere between 2.0.42 and 2.0.43.

User avatar (0004711)
Torr Samaho (administrator)
2012-09-16 17:52

I found a difference regarding explosion trust between ZDoom 2.0.42 and 2.0.43 and ported it over. Please try if this binary behaves as desired. If so, I can add a new flag to toggle this behavior.
User avatar (0004714)
unknownna (updater)
2012-09-16 22:23
edited on: 2012-09-16 22:49

Very nice, Torr. Thank you very much for this. It works well, but it seems that ZDaemon 1.09 and ZDoom 1.23 sends you approximately 2-4 map units further on average. I think it has something to do with the damage calculation since the rockets seem to consistently deal different amounts of damage in each port.

ZDoom 2.0.21-2.0.42 is the strongest in terms of thrusting, but it doesn't deal the most damage.
ZDaemon 1.09 and ZDoom 1.23 are in the middle in terms of thrusting, but they deal the most damage it seems.
Zandronum is the weakest, even with compat_oldrandom set to 1.

I think that this bug could be related the issue.

Most people won't notice the differences, but they are there. The only thing missing now is some damage prediction for rocket thrusts online and we're set.

Note: For those of you who wish to test these binaries, set sv_aircontrol to 0 and compat_limited_airmovement to 1.

User avatar (0004717)
Torr Samaho (administrator)
2012-09-20 06:09

Quote from unknownna
ZDoom 2.0.21-2.0.42 is the strongest in terms of thrusting, but it doesn't deal the most damage.
ZDaemon 1.09 and ZDoom 1.23 are in the middle in terms of thrusting, but they deal the most damage it seems.
If we want to refine this further, we need to find out which ZDoom versions changed this behavior.
Quote from unknownna
The only thing missing now is some damage prediction for rocket thrusts online and we're set.
You mean that the clients should explode the rockets themselves (something we explicitly turned off a while ago because people don't like mispredictions in this regard) and estimate how much they will get thrusted? Does ZDaemon have anything like this?
User avatar (0004721)
unknownna (updater)
2012-09-20 16:28
edited on: 2012-09-20 16:41

Quote from Torr Samaho
You mean that the clients should explode the rockets themselves (something we explicitly turned off a while ago because people don't like mispredictions in this regard) and estimate how much they will get thrusted? Does ZDaemon have anything like this?

What I can tell you is that under the same circumstances (300 ping), ZDaemon 1.09 plays considerably better when it comes to rocket jumping. I don't notice any mispredictions there. The only thing I notice in ZDaemon is that the DSOOF sound is delayed when you land on a floor. In Zandronum, you seem to *jitter/glitch/teleport/warp* when you're thrusted, and if you don't press +jump, you won't even see any z thrusting locally, which in turn causes the client to mispredict its own z position, thinking that it's instantly located on the lowest floor when it actually is falling down. Zandronum feels very amateurish in comparison.

Quote from Torr Samaho
If we want to refine this further, we need to find out which ZDoom versions changed this behavior.

I couldn't test ZDoom 2.0.13, the version after 1.23 beta 33, since the download only contains the source code. But there's a difference between 1.23 beta 7 and 1.23 beta 24. It seems that beta 24 behaves like beta 33, but beta 7 is even weaker than Zandronum. I couldn't test 1.23 beta 20 since the download only contains the source code.

User avatar (0004723)
Torr Samaho (administrator)
2012-09-20 18:52
edited on: 2012-09-20 18:53

Zandronum doesn't have any client side explosion prediction, so it's not surprising that it doesn't work well with a high ping in this regard. Adding such a kind of prediction is not trivial and may have adverse side effects. I'm not sure if it's worth the effort.
Quote from unknownna
I couldn't test ZDoom 2.0.13, the version after 1.23 beta 33, since the download only contains the source code. But there's a difference between 1.23 beta 7 and 1.23 beta 24. It seems that beta 24 behaves like beta 33, but beta 7 is even weaker than Zandronum. I couldn't test 1.23 beta 20 since the download only contains the source code.
Let me ask differently, is there any ZDoom version on Sourceforge (or elsewhere, it just has to include the full source) that behaves exactly as desired?

User avatar (0004724)
Watermelon (developer)
2012-09-20 19:31

That binary is awesome. It works really well. Sorry I didn't get back to this ticket, the university year has started.

I tried it out and it worked really well (the binary that is).

COMPAT_OLDROCKETTHRUST maybe?
User avatar (0004726)
unknownna (updater)
2012-09-20 19:49
edited on: 2012-09-20 19:56

Quote from Torr Samaho
I'm not sure if it's worth the effort.

Of course it's worth the effort in the long run. If anything, it should have been added ages ago. I already requested this a while ago. What's the point of playing seriously and competitively when you can't even maneuver around properly? Don't expect competitive players (IDL) to take this port seriously until we've fixed all of the evident prediction errors. We already fixed most of them in 1.0.

Quote from Torr Samaho
Let me ask differently, is there any ZDoom version on Sourceforge (or elsewhere, it just has to include the full source) that behaves exactly as desired?

Well, as I said earlier, ZDaemon (and Odamex's "ZDoom physics" flag) is based on ZDoom 1.23 beta 33, so the source code of that version should give you what you need.

User avatar (0004729)
Torr Samaho (administrator)
2012-09-20 20:18

Quote from Watermelon
COMPAT_OLDROCKETTHRUST maybe?
I added the flag shortly after unknownna confirmed that the testing binary works :)'https://bitbucket.org/Torr_Samaho/zandronum/changeset/a90c6f1434bd6fe7ca4894afd6d1b3392ca76545 [^]'

Quote from unknownna
Of course it's worth the effort in the long run.

Let me clarify my statement: Of course it won't hurt to have proper prediction for this, but there are countless of things that would be nice to have. I'm not sure that the effort is better spend on this than let's say upgrading to ZDoom 2.4.

Quote from unknownna
If anything, it should have been added ages ago. I already requested this a while ago.
And the statement I made there still holds: 0000517:0001902.

Quote from unknownna
Well, as I said earlier, ZDaemon (and Odamex's "ZDoom physics" flag) is based on ZDoom 1.23 beta 33, so the source code of that version should give you what you need.
So you can confirm that ZDoom 1.23 beta 33 behaves exactly as desired? I wasn't completely certain about this from the previous comments.
User avatar (0004730)
unknownna (updater)
2012-09-20 20:34
edited on: 2012-09-20 20:43

Quote from Torr Samaho
I'm not sure that the effort is better spend on this than let's say upgrading to ZDoom 2.4.

I think most developers and modders wish to see Zandronum upgrade to ZDoom 2.4.0.

Quote from Torr Samaho
So you can confirm that ZDoom 1.23 beta 33 behaves exactly as desired? I wasn't completely certain about this from the previous comments.

They (ZDaemon 1.09 and ZDoom 1.23 beta 33) should pretty much be identical to one another in terms of thrusting and damage. When having a megasphere, holding +attack and firing two rockets near a wall (MAP01) should have you end up with:

Armor : 95
Health : 94
Y Postition : 1304


Currently in Zandronum you end up with:

Armor : 97
Health : 97
Y Position : 1305


ZDoom 1.23 beta 33 should behave as desired.

Quote from Torr Samaho
I added the flag shortly after unknownna confirmed that the testing binary works :)https://bitbucket.org/Torr_Samaho/zandronum/changeset/a90c6f1434bd6fe7ca4894afd6d1b3392ca76545

There are some typos in the comments. Thurst should be thrust.

User avatar (0004736)
Watermelon (developer)
2012-09-21 14:36

Could odamex/ZD rocket thrust be possibly tampered with further (which may give the extra 2 map unit differences)? They might have slightly tweaked the old ZD code further.
User avatar (0004739)
unknownna (updater)
2012-09-21 16:47

Quote from Watermelon
Could odamex/ZD rocket thrust be possibly tampered with further (which may give the extra 2 map unit differences)? They might have slightly tweaked the old ZD code further.

I don't think so.

Quote from Vulture
When you enable ZDoom mode in Odamex, the ZDoom physics that is emulated is based on ZDoom 1.23 beta 33, which is the same version of ZDoom that ZDaemon is based on. The rocket jumping in Odamex should be exactly the same compared ZDaemon's.


Quote from EarthQuake
Quote from Galaxy_Stranger
I've been poking around and I can't find an answer -

What version of ZDoom is the current version of ZDaemon based upon?

1.23 beta 33
User avatar (0004748)
Torr Samaho (administrator)
2012-09-23 09:45

Quote from unknownna
ZDoom 2.0.21-2.0.42 is the strongest in terms of thrusting, but it doesn't deal the most damage.
ZDaemon 1.09 and ZDoom 1.23 are in the middle in terms of thrusting, but they deal the most damage it seems.

The PIT_RadiusAttack/P_RadiusAttack code in ZDoom 1.23b33 and 2.0.25 is identical, the damage difference has to be caused by something else (possibly the PNRG). Without more evidence it's very difficult to fine tune this further.
User avatar (0004788)
unknownna (updater)
2012-09-23 22:54

Hmm, did you change something in this binary? It behaves differently now.

It should take 2 rockets to push you away from a wall with the 1.23b33 behavior. Right now it only takes one. But if you're invulnerable, it takes 2 rockets.
User avatar (0004793)
Torr Samaho (administrator)
2012-09-24 18:06

I simplified the code before committing it. After looking into this more closely this may have changed the behavior. Please try if this binary works as the original testing binary.
User avatar (0004795)
unknownna (updater)
2012-09-24 19:24

That took care of it. It seems that we now have several explosion-related flags:

sv_norocketjumping
compat_oldradiusdmg
compat_oldexplosionthrust

Which one of them has the final say in terms of behavior?

Quote from Torr Samaho
The PIT_RadiusAttack/P_RadiusAttack code in ZDoom 1.23b33 and 2.0.25 is identical, the damage difference has to be caused by something else (possibly the PNRG). Without more evidence it's very difficult to fine tune this further.

Speaking of which, it seems that 1.23b33 explosions deal more damage than Vanilla Doom explosions. When standing close to a wall and firing a rocket while having 200 blue armor and 100 health, you should end up with 36 health and 136 armor. In 1.23b33 you end up with 35 health and 136 armor.
User avatar (0004797)
Torr Samaho (administrator)
2012-09-24 19:39

Quote from unknownna
Which one of them has the final say in terms of behavior?
sv_norocketjumping and compat_oldexplosionthrust are complementary:
- sv_norocketjumping removes the z-momentum
- compat_oldexplosionthrust changes the xy-momentum

compat_oldexplosionthrust disables the two other ones though (at least for explosions that deal damage). If it's set, Vanilla Doom's radius damage code is used, i.e. explosions have infinite vertical range.
User avatar (0005891)
Mobius (reporter)
2013-01-31 07:01

Tested online and it works accordingly.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Watermelon Neewbie unknownna
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2012-08-25 03:13 Watermelon New Issue
2012-08-25 06:01 Qent Note Added: 0004444
2012-08-25 18:44 Neewbie Note Added: 0004450
2012-08-25 20:38 Torr Samaho Note Added: 0004454
2012-08-25 21:25 Neewbie Note Added: 0004455
2012-08-25 23:34 Qent Note Added: 0004456
2012-08-25 23:36 Qent Note Edited: 0004456 View Revisions
2012-08-25 23:38 Qent Note Edited: 0004456 View Revisions
2012-08-25 23:39 Qent Note Edited: 0004456 View Revisions
2012-09-07 08:42 unknownna Note Added: 0004607
2012-09-07 08:45 unknownna Note Edited: 0004607 View Revisions
2012-09-15 19:46 Torr Samaho Note Added: 0004675
2012-09-15 19:48 Torr Samaho Note Edited: 0004675 View Revisions
2012-09-16 16:19 unknownna Status new => feedback
2012-09-16 17:12 unknownna Note Added: 0004710
2012-09-16 17:22 unknownna Note Edited: 0004710 View Revisions
2012-09-16 17:52 Torr Samaho Note Added: 0004711
2012-09-16 18:04 Torr Samaho Assigned To => Torr Samaho
2012-09-16 18:04 Torr Samaho Status feedback => assigned
2012-09-16 18:04 Torr Samaho Status assigned => needs testing
2012-09-16 22:23 unknownna Note Added: 0004714
2012-09-16 22:27 unknownna Note Edited: 0004714 View Revisions
2012-09-16 22:33 unknownna File Added: Zandronum 1.1.png
2012-09-16 22:33 unknownna File Added: ZDaemon 1.09.png
2012-09-16 22:34 unknownna File Added: ZDoom 2.0.42.png
2012-09-16 22:49 unknownna Note Edited: 0004714 View Revisions
2012-09-20 06:09 Torr Samaho Note Added: 0004717
2012-09-20 16:28 unknownna Note Added: 0004721
2012-09-20 16:41 unknownna Note Edited: 0004721 View Revisions
2012-09-20 18:52 Torr Samaho Note Added: 0004723
2012-09-20 18:53 Torr Samaho Note Edited: 0004723 View Revisions
2012-09-20 18:54 Torr Samaho Note Revision Dropped: 4723: 0002566
2012-09-20 19:31 Watermelon Note Added: 0004724
2012-09-20 19:49 unknownna Note Added: 0004726
2012-09-20 19:56 unknownna Note Edited: 0004726 View Revisions
2012-09-20 20:18 Torr Samaho Note Added: 0004729
2012-09-20 20:34 unknownna Note Added: 0004730
2012-09-20 20:35 unknownna Note Edited: 0004730 View Revisions
2012-09-20 20:43 unknownna Note Edited: 0004730 View Revisions
2012-09-21 14:36 Watermelon Note Added: 0004736
2012-09-21 16:47 unknownna Note Added: 0004739
2012-09-23 09:45 Torr Samaho Note Added: 0004748
2012-09-23 22:54 unknownna Note Added: 0004788
2012-09-24 18:06 Torr Samaho Note Added: 0004793
2012-09-24 19:24 unknownna Note Added: 0004795
2012-09-24 19:39 Torr Samaho Note Added: 0004797
2013-01-09 23:18 Dusk Target Version => 1.1
2013-01-31 07:01 Mobius Note Added: 0005891
2013-01-31 11:54 Dusk Status needs testing => resolved
2013-01-31 11:54 Dusk Fixed in Version => 1.1
2013-01-31 11:54 Dusk Resolution open => fixed
2018-09-30 20:48 Blzut3 Status resolved => closed






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