Grazza
Super Moderator
Posts: 11451
Registered: 07-02 |
A couple of points:
DEH maxhealth in vanilla applies only to potions (the reverse of what is stated above), limiting the value to which potions can increase health (default = 200). Potions will also decrease your health to this value if you are above it (so you can become a zombie if it is set to zero).
In Boom, it is just screwed up, as the Boom team appeared to misunderstand what it did. Their default value is 100, and in Boom maxhealth defines the max value that stimpacks, medikits and berserks can increase health (this can't be changed from 100 in vanilla). As an unintended artefact (presumably), the limit for potions is twice the maxhealth value.
Thus:code: maxhealth value vanilla Boom
medikits potions medikits potions
0 100 0 0 0
50 100 50 50 100
100 100 100 100 200
150 100 150 150 300
200 100 200 200 400
Note that this means that any choice of maxhealth value will have totally different effects in Boom vs vanilla. The only way to achieve the default behaviour in both vanilla and Boom with the same deh patch is not to include this value at all.
On the sliding through things point: the key difference is that in vanilla, you can only slide through gaps of at least a certain height (due to height reduction on death). The vanilla corpse cannot slide through things. The live player can pass through death things, of course, provided they are not solid. With Boom behaviour, the dead player can pass through live things, and this has nothing to do with the height reduction.
Obviously, you'd need to go through the code to come up with a complete list - for instance everything covered under the "... exactly like Doom" comp options. There's a surprising amount of differences of many types covered there. (This, this and this may also be useful.) It might also be worth drawing a distinction between deliberate Boom changes that are optional (i.e. those specific to complevel 9) and non-optional changes in behaviour (those present in complevel 7 too). complevel 7 emulates Boom's attempt to emulate vanilla behaviour, and is what Boom 2.02 and Prboom 2.02 will use if asked to play back a vanilla demo.
In that vein, I'll mention that Boom follows Ultimate Doom in terms of lost soul behaviour (which will desync a lot of Doom2.exe demos) and does not feature Final Doom's teleporter bug (which will desync a lot of Final Doom demos).
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