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Bishop
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Don't know if anyone mentioned this before... Is it just me or does the player seem to move a bit faster in Zdoom than PrBoom/Vanilla? (doesn't matter if I'm strafe running or not) Or could it be another factor? I'm interested in knowing is all.

Old Post 11-29-10 13:58 #
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Graf Zahl
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This has been reported before but I have never been able to confirm it. Maybe it's some kind of voodoo, maybe something system dependent. I have no idea.

The acceleration values are the same in both ports though.

Old Post 11-29-10 14:29 #
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Spleen
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Is air control the same in both ports?

Old Post 11-29-10 14:33 #
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Quasar
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Spleen said:
Is air control the same in both ports?

I know that's not the case for certain.

As for player movement speed, I seem to remember something in Randy's changelog years ago that mentioned "made the movefactor compatible with Heretic and Hexen," which people remarked at the time that this changed the physics in DOOM ever so slightly.

I have never been able to find what this difference amounts to by examining the source, though part of the reason I have that difficulty is because BOOM and MBF really mauled that code to the point that it's almost unrecognizable if compared against the vanilla codebase.

Old Post 11-29-10 14:58 #
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Graf Zahl
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That concerned friction for Heretic's ice sector. There was some slight adjustment to the friction calculation at that point in time but it shouldn't have any impact on normal movement because the friction setting code is never called for that.

Old Post 11-29-10 15:21 #
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Bishop
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If no one knows for sure, it's not that big a deal. Just wondering because when I'm testing levels. Espeically playability between different ports.

Old Post 11-30-10 21:56 #
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Quasar
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Graf Zahl said:
That concerned friction for Heretic's ice sector. There was some slight adjustment to the friction calculation at that point in time but it shouldn't have any impact on normal movement because the friction setting code is never called for that.

Thanks for clearing that up. Any clue what the proper movefactor for Raven-style friction is? Is it as simple as changing the number or is there more to it than that?

I've had trouble getting it right in EE, and I still don't think it's correct. It seems harder to change directions than it should be.

Old Post 11-30-10 22:25 #
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trrobin
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Yes! I've been thinking this for years now.
It's not just the movement either, but the shooting too.
Basically the whole game seems somehow minutely faster in Zdoom.

There is definitely something to this.

Old Post 09-02-11 04:53 #
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Maes
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Well, either way, it should be easy to hack in a "tic-o-meter" to the player and see what is the effective moving speed in different ports, as I had done in this thread.

Old Post 09-02-11 09:49 #
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Phml
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If no one knows for sure, it's not that big a deal.


You'd be surprised. ZDoom ports handle small height changes very smoothly, whereas on PrBoom it feels like the player is slipping on ice.

Old Post 09-02-11 12:58 #
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Vermil
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Phml said:


You'd be surprised. ZDoom ports handle small height changes very smoothly, whereas on PrBoom it feels like the player is slipping on ice.



That ZDoom might feel smoother when moving up/down small height changes might well just be the movement of the camera (which is seperate from the player movement).

Old Post 09-02-11 13:06 #
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DaniJ
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Indeed. Interpolating actual player z like that wouldn't be useful and would in fact result in all manner of gameplay quirks due to the playsim assuming that a player on the ground has a z height equal to that of the ground plane.

Old Post 09-02-11 13:19 #
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Phml
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It may be so, I would be foolish to claim I understand anything about the technicalities, but I know it makes areas that are perfectly playable in ZDoom into an annoying mess in PrBoom.

Old Post 09-02-11 14:17 #
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DooMAD
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The perception of a difference in speed could be attributed to the uncapped fps in ZDoom. Something feels different and the player assumes it's the speed they're moving, when actually it's just displayed to the screen more smoothly.

Old Post 09-02-11 14:44 #
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