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About Edward850
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Nightdive Studios Software & Netcode Engineer
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No. Only decorations such as trees have a height of 8, so you can shoot past them. Regular things like players and enemies have normal heights so you can hit them. So solid actors can't be stacked. "Allow walking over monsters" would be a more correct setting name for explaining the right problem to the average laymen which would prevent needing this tired thread over and over.
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True ultimate answer: So nothing in Doom has infinite height, this is a (annoyingly constant) misunderstanding brought upon by shit Youtube videos and GZDoom's horribly named settings. This even includes lines themselves, in which the height is actually a defined part of the sector reference, the organization of which is to reduce the amount of work needed for the renderer to calculate draw lists. Height collisions can be observed in many things such as projectile and hitscan collisions, item pickups, and general movement around geometry (this isn't just some weird camera trick, that would make multiplayer impossible). Heights even come into play for decorative objects such as trees, they all have a height of 8! You can't move over them because they are solid, but projectiles aren't and pass right over them unless you fire a projectile at the same level as them. What is obviously not possible that you may notice is you can't walk over enemies. If everything in Doom has height, why is that? While testing X/Y movement, if both objects are flagged as solid then the collision check explicitly ends early. This is to prevent a problem observable in later game releases on Doom's engine, very notably Strife: the physics has no way to reconcile what happens if an actor is pushed vertically into another actor. The keyword is pushed, such as a sector being raised. In Strife if this happens, the two actors become stuck inside eachother as the Z movement is never rejected. This is a problem that persisted even in Quake, Quake2 and Half-Life, but with a different outcome. Because brushes can move along arbitrary vectors (and thus an actor can be pushed in any direction) a different solution was needed, however in this case it's now "just crush the actor". You'll see this notably on some lifts, if an object lands on top of another (say an enemy jumps and lands on your head) while on a lift that's moving up, the middle entity (i.e you) gets immediately crushed to avoid having to resolve the recurrent collision.
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So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
I would indeed have my mind blown about this given it doesn't happen. See this may come as a surprise to you but I already check the Steam forums, being a developer of many Nightdive games I actually check the forums of many games on schedule, this includes Doom 1 and 2 because I also look at Doom64 and just cover by bases, and surprise nothing there at all. Now if this is happening on Discord, well perhaps telling your friends that if they want something changed, they need to post in in a visible place. Kinda useless on a hidden private discord. -
It's more like there isn't an immediate answer to that. There could be a way to do it, but someone would need to invent it.
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So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
This assumes quite wrongly that any kind of function in GZDoom or any program cannot be a mistake and thus must be set in stone, an absurd prospect that you will not change any developers mind on. The whole problem here is it objectively changed how the lighting worked in maps, that a user would unknowingly change without understanding the consequences. This is broken as a concept. -
So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
That's the entire premise of this thread as established. The lighting options directly affect how diminished lighting even works. -
So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
So how do you know these people exist? Is there another forum? Can you link it? If you know of these other people, perhaps suggest them to come here so we know they actually exist. It would be weird to suggest changing an entire lighting system based on the suggestion of a couple of people, after all. -
Any possibility of patching the console versions of Doom 64?
Edward850 replied to AmethystViper's topic in Console Doom
There would only be one thing to patch and it's something you wouldn't ever notice if nobody told you it existed, as such has no priority. It literally isn't worth it. -
It's not really faked. Doom3 had hardware EAX support due to an agreement with Creative. Dhewm3 uses OpenAL's software implementation.
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Pink and orange texture glitch in vanilla port
Edward850 replied to Milkeno's question in Editing Questions
Textures must be 128 units tall. A texture smaller than 128 must be on a wall of equal size and cannot tile. -
So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
Just to be clear, what you are trying to do is invent a person that simultaneously cares way too much about their personal preference on Doom's lighting model, while simultaneously thinking that Doomworld as a website is too niche for them. I hope you understand the absurd position you're trying for here. -
Hexen is Activision/Raven. This is like asking Id to make a new CoD.
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So, GZDoom has replaced its sector light options...
Edward850 replied to Jakub Majewski's topic in Source Ports
It's extremely funny you say this because I mentioned this exact xkcd comic as well in a private conversation about this thread. Sort of the main problem with this "feature" and the complaints about removing it is people were using it for something it objectively wasn't for, the sector lighting model only coincidentally changed brightness but it never had anything to do with that but rather how light diminishing even worked, or in some cases how it didn't, it only existed as a function to provide compatibility for a specific subset of maps designed around entirely different rendering models. GZDoom already has a brightness control, and it can now fully replicate the intended lighting model of most maps so the feature actually outlived its entire purpose, and it was a mistake to even have it as an option instead of automatic detection (it should have been possible for example to detect Doom Legacy maps and thus switch to that). -
I was 4 at the time but I'm sure I understood the concept of "wimpy names are easy, hardcore names are hard".
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DEHACKED crashing my friends Zandronum server.
Edward850 replied to The BMFG's question in Editing Questions
Which was?