[odamex-bug-reporter] [Bug 1037] New: [PATCH 0/3] Make co_boomsectortouch work more like MBF/PrBoom's comp_floors

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Sat, 01 Feb 2014 21:40:01 +0000

http://odamex.net/bugs/show_bug.cgi?id=1037

            Bug ID: 1037
           Summary: [PATCH 0/3] Make co_boomsectortouch work more like
                    MBF/PrBoom's comp_floors
    Classification: Unclassified
           Product: Odamex
           Version: 0.6.x
          Hardware: All
                OS: All
            Status: NEW
          Severity: normal
          Priority: P1
         Component: Server & Client
          Assignee: odamex-bug-reporter@xxxxxxxxxxxxx
          Reporter: rjy@xxxxxxxxxxxxxxxxxxxxx

Created attachment 458
  --> http://odamex.net/bugs/attachment.cgi?id=458&action=edit
[PATCH] co_boomsectortouch allows floors to lower when blocked by monsters

In vanilla, a floor is prevented from lowering if it has actors on it whose
heads are stuck in the ceiling. In Boom this was relaxed to allow the floor to
lower. Many Boom-compatible wads rely on this to work correctly. (e.g. various
maps in SF2012, as observed at Nitro #106)

In MBF and descendents, various actors-on-moving-floor bugs are switched by an
option named comp_floors. This option's major purpose is what Odamex has as
co_boomsectortouch; the use of Boom's touching_sectorlists which track actors
touching a given sector. Thus in Odamex it makes sense to fold other
comp_floors fixes into co_boomsectortouch.

Ideally I would like to rename co_boomsectortouch to something more general
such as co_boomfloors, but I fear that would constitute a wire protocol change
which is undesirable except immediately before release.

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  • » [odamex-bug-reporter] [Bug 1037] New: [PATCH 0/3] Make co_boomsectortouch work more like MBF/PrBoom's comp_floors - odamex-bugtracker