Hellbent Posted October 15, 2015 In Doom (at least zdoom, maybe it's different in vanilla) you can't fall into a 32 wide impression, but you can step up out of one. Hence, when you go up stairs that are 32 in depth with ceiling 56, you can go up the stairs, but not back down. Well, I always wondered why this was and never was able to see the logic of it, until I tried going down the basement stairs at my new apartment I recently moved into. I have to duck in order to go down the basement stairs so as to not hit my head. But I have no problem going up the stairs. I don't hit my head and I don't need to duck. Why is that? I don't know. Nevertheless, I guess it does make sense that I can go up 32 deep stairs with 56 ceiling but I can't go down them. 0 Quote Share this post Link to post
fraggle Posted October 15, 2015 I thought the maximum step height was 24 units. Am I wrong? 0 Quote Share this post Link to post
scifista42 Posted October 15, 2015 You are right, fraggle, and Hellbent is also right, because he means 32 as the step width, not height. 0 Quote Share this post Link to post
Memfis Posted October 15, 2015 Explanation here: http://doomwiki.org/wiki/Stairs_that_can_be_ascended,_but_not_descended 0 Quote Share this post Link to post
Grazza Posted October 15, 2015 Hellbent said:you can't fall into a 32 wide impressionYes, you can. It's kind of like a glide though, requiring precise positioning and some degree of fiddliness. 0 Quote Share this post Link to post
Hellbent Posted October 15, 2015 Thanks Memfis. So, then, what is the logic for this programming? And why do I hit my head walking down the stairs in my apt, but not going up them? Hmmmmm. @Grazza: can I load that .lmp in zdoom using a -complevel setting? scifista42 said:You are right, fraggle, and Hellbent is also right, because he means 32 as the step width, not height. Yes, thank you scifista42. I don't know how to better word it. If I say "32 wide" then it might sound like I am talking about a really narrow staircase, and I am not. 0 Quote Share this post Link to post
fraggle Posted October 15, 2015 scifista42 said:You are right, fraggle, and Hellbent is also right, because he means 32 as the step width, not height. Oh right, I misunderstood the meaning of "depth" in this context. Apologies. The notion of stairs you can go up but not down is kind of interesting. Has this been used in any levels at all? 0 Quote Share this post Link to post
Looper Posted October 15, 2015 fraggle said:The notion of stairs you can go up but not down is kind of interesting. Has this been used in any levels at all? I hate the stairs in Doom E4M6, they are almost the same. Located left side in the moat, behind a secret(?) door. 0 Quote Share this post Link to post
Hellbent Posted October 15, 2015 fraggle said:Oh right, I misunderstood the meaning of "depth" in this context. Apologies. The notion of stairs you can go up but not down is kind of interesting. Has this been used in any levels at all?I've done it accidentally a few times. I recently made a DM map where I did it intentionally to block access to an area from one direction. 0 Quote Share this post Link to post
Gez Posted October 16, 2015 Hellbent said:I don't hit my head and I don't need to duck. Why is that? I don't know. When you're moving forward, you're leaning your body forward as well. The result: The stick figure climbing the stairs is leaning in the same way as the roof, while the figure going down the stairs is leaning the opposite way and bumping its head on the roof as a consequence. 0 Quote Share this post Link to post
Obsidian Posted October 16, 2015 I really wish you'd misspelled the title differently, I could have wowed you with my vast knowledge of sitars. 0 Quote Share this post Link to post
SavageCorona Posted October 16, 2015 Grazza said:Yes, you can. It's kind of like a glide though, requiring precise positioning and some degree of fiddliness. I don't think this synced up right because all he did for me was fall into the river and wiggle about. I opened it in PrBoom+ Ignore this I didn't realise it was meant to be opened with MM2 0 Quote Share this post Link to post
Hellbent Posted October 16, 2015 Yes, I suppose that is what it is, Gez. I don't notice my tilt going up and down the stairs, (though I am a stick figure) so this concept didn't really occur to me. 0 Quote Share this post Link to post
Xeriphas1994 Posted October 16, 2015 fraggle said:The notion of stairs you can go up but not down is kind of interesting. Has this been used in any levels at all? That wiki page began, indeed, because yours truly had just seen it somewhere in Maximum Doom or D!ZONE 150. (By the ergodic hypothesis, every possible vanilla trick was used once in shovelware.) Whether it was deliberate is harder to say of course, although IIRC it was a gotcha in that you needed a certain key/switch to open the door at the top, and if you'd missed it, you were forced into a huge backtrack (since you couldn't just turn around and go down the stairs). 0 Quote Share this post Link to post
Linguica Posted October 16, 2015 That wiki page ought to be rewritten for clarity. Basically you need at least two steps, each no wider than the player (and possibly considerably narrower). The engine moves the player by taking the player's current momentum and determining how far it should move in the next tic, and then checking that spot to see if it's a valid place for the player to move. On the way up, it first checks the player's horizontal movement and then makes sure there's no floor/ceiling stopping it, which there isn't, since the final position is valid. Of course, there's the STEP ITSELF in the way, but the engine is specifically written so that if a step is 24 units or less the player will instantly teleport to that new height level. Notably, there is no such special clipping logic for if the player is going to bump his head on a small outcropping in the ceiling. So when trying to come down, it checks the player's horizontal movement and notices that there is a ceiling hanging down to bang the player in the forehead and gives up. So is it possible to "fix" this? Of course! We could just change: if ( !(thing->flags&MF_TELEPORT) && tmceilingz - thing->z < thing->height) return false; // mobj must lower itself to fit to something like: if ( !(thing->flags&MF_TELEPORT) && tmceilingz - thing->z < thing->height - 24 * FRACUNIT) return false; // mobj must lower itself to fit And then the player will automatically "duck" under the top edge of the low step ceiling and go back down just fine! 0 Quote Share this post Link to post
Quasar Posted October 16, 2015 Linguica said:That wiki page ought to be rewritten for clarity. Perhaps the same could be said of most religions wiki pages. 0 Quote Share this post Link to post
Sui Generis Posted October 17, 2015 fraggle said:The notion of stairs you can go up but not down is kind of interesting. Has this been used in any levels at all? iirc, Map08 of Alien Vendetta uses this. 0 Quote Share this post Link to post
scifista42 Posted October 17, 2015 I've used them in D2INO MAP07, in Mancubi/Arachnotron teleport closets (inaccessible by the player) to force the Mancubi/Arachnotrons moving into a certain way but not back. The stair widths were equal to diameters of said monsters, 96 and 128 respectively. 0 Quote Share this post Link to post
TitanJedi Posted October 22, 2015 EH, Not too fond of MAP07 myself 0 Quote Share this post Link to post
AD_79 Posted October 22, 2015 TitanJedi said:luks like uhave leg cancer buddy iobjpou jehc qft 0 Quote Share this post Link to post
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