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[1.31] (Hexen) Vertical sliding along wall is buggy

Tue, 11 May 2010 16:28:55

b0rsuk

Hi A distinctive feature of Hexen are very deep pits, which make the player fall a loong way and die instantly. Well it turns out in Vavoom you can survive those falls. Jump into a wall limiting such an abyss and press forward. You may want to try different angles and positions, but it's possible to survive falls in Guardian of Fire (at Flame Mask) and at the end of Seven Portals, taking 0 damage. It works most reliably when you run into a wall while looking down (at your feet), or in corners of rooms This is likely to affect other games as well considering the engine is similar - but Hexen suffers particularly from it because it's the only game which implements falling damage. I don't know, perhaps Strife has "bottomless" pits as well. Later i tried it in current version of Doomsday Engine, and the same falls are always fatal. I can't slow my vertical fall by tweaking my movement, position (corners), or perspective angle.
Sun, 13 Jun 2010 19:55:41

b0rsuk

This seems to be related to this bug: [img:1hx3j6fe]http://i792.photobucket.com/albums/yy201/eurasianbadger/Vavoom%20Bug%20Reports/shot0012.png[/img:1hx3j6fe] This is from start of Shadow Wood. I'm standing where the platinum helmet was. The step is quite high. If I try to jump onto the second step while pressing forward, especially from close distance then usually my character "stumbles" - the jump is broken and he slowly starts sliding down the wall. In other words, it is quite difficult to jump onto high ledges like that. If I stand next to it and don't press forward, then the jump is fluid. The issue seems to be that vertical sliding along walls is not fluid if player keeps direction key pressed into a wall. You can slow down a fall a lot this way.
Thu, 23 Dec 2010 10:30:31

zico

I'd like to bring this up again with current SVN4353 it seems still to affect Heretic at least. Not sure it was intended this way even tho I cannot remember it being this way.
Fri, 21 Jan 2011 09:41:12

b0rsuk

I suspect this is related to the flying monster bug. Sorry for no screenshot, it wouldn't help much and I don't know how to record videos. When a monster is closing in and it's in a pit, it will attempt to scale the wall. But they appear to fly over the
Tue, 01 Feb 2011 14:37:20

b0rsuk

Some empirical test data. Initial setup: ########### I kill everything in the endzone of Seven Portals, (where the seventh portal is). I'm careful not to approach the chasm with the floating bridge - I shoot enemies from afar. My goal is to wake the af
Tue, 08 Feb 2011 00:29:09

Firebrand

I've committed a fix for this one, let me know if things improve with this or not <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 08 Feb 2011 14:16:32

b0rsuk

Sounds great, this is the bug that annoys me the most. However, I can't compile the SVN version ! I took it from here <!-- m --><a class="postlink" href="http://vavoom.svn.sourceforge.net/viewvc/vavoom/trunk/vavoom/">http://vavoom
Tue, 08 Feb 2011 15:06:03

Firebrand

Hmmm, seems like the recent changes affected the compilation on certain linux distributions, good thing I commented the old code <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, please open sys_sdl.cpp and commen
Tue, 08 Feb 2011 16:27:14

b0rsuk

It went farther this time, but not far enough:
[ 92%] Building CXX object source/CMakeFiles/vavoom-dedicated.dir/sys_bsd.o                                                                          
/home/b0rsuk/warsztat/svn
Tue, 08 Feb 2011 17:13:18

b0rsuk

Wall sliding (falling): Might be a little better but certainly not fixed. I've conducted some extra experiments in Guardian of Fire and later the end of Seven Portals. It appears view angle (up/down) has little to no effect on whether I will will be fall
Fri, 11 Feb 2011 00:02:16

Firebrand

I don't know what else to try to improve this, for now it works better IMHO, I'll look into it again ASAP.
Fri, 11 Feb 2011 09:10:23

b0rsuk

[quote="Firebrand":jsu70cf1]I don't know what else to try to improve this, for now it works better IMHO, I'll look into it again ASAP. I would start with "why do movement keys affect anything while I'm in air ?". Ther
Wed, 16 Mar 2011 07:51:08

b0rsuk

I have some progress on the issue. It's not fixed, but much better. Let's kill this bug together ! 1. If I add "ReationTime = 2.0" to Cleric Staff attack function, it will be paralyzing player for 2 seconds each time he shoots. Now if I start s
Wed, 16 Mar 2011 15:57:56

Firebrand

You could also check for the player's Z velocity, if it's higher than certain value, then turn aircontrol to 0 (pretty much using the falling damage formula as a base <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -
Wed, 16 Mar 2011 17:07:34

b0rsuk

[quote="Firebrand":2tbetvuv]You could also check for the player's Z velocity, if it's higher than certain value, then turn aircontrol to 0 (pretty much using the falling damage formula as a base <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gi

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