Maes
I like big butts!

Posts: 10202
Registered: 07-06 |
Grazza said:
If you're right about the 30 upgt cap, it might relate just to the player's movement (forward and sideways), and not the map axes.
Well, it's hardcoded and out there for public scrutiny :-p
However, it applies only to the x and y axes separately -not to their vector sum, which, per-se, is uncapped. However, its contituents momx/momy are not.
If you perform a "vanilla" wallrun accross a perfectly N/S or W/E wall, then only one of the axes will be activated significantly, hence the 30 mu/tic cap I measured. If there's a slope, then both axes can be activated, with a maximum possible vector sum of ca. 42.2 mu/tic.
This is also the reason why -among others- Doomguy can't reach the "nominal" impulse speed of 50 mu/tic.
GhostlyDeath said:
In an unmodified port implementing the vanilla mechanics, yes I did.
Also, I measured actual distance between tics rather than momentums, but only on a two dimensional plane.
I think I addressed those points in my edit. The individual momx/momy components are still capped at 30 mu/tics, and while their vector sum can reach 42.2 mu/tics, in theory the places where this would be possible should be few and far between (executing a perfect wallrun on a wall with a 45 degree y/x slope). Wallrunning strictly on one of the x or y axis would result in the single component 30 mu/tic cap.
My measurements also came from distance (x-y) euclidean measurements but as I said, I didn't exactly push the wallrunning scenarios. In the few places in IWADs where I know it's possible (e.g. MAP01 corridor, E2M8 perimeter) it never went beyond 30 mu/tic.
Last edited by Maes on 11-16-12 at 19:36
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