lisiczka Posted October 17, 2021 I've tested out a few source ports (DSDA, PrBoom, Crispy, GZDoom) and noticed that none of the ports ever implemented null-canceling movements. What I mean is when you happen to press both strafing buttons, they don't cancel out each other but keep the movement in the direction you pressed the latter. In short, when you press A and move to left, and press D at the same time, you move to the right instead of stopping all together. Hopefully, I've explained the concept clearly enough. I couldn't find any relevant discussion to this, and wondering what everyone think about it, if anyone needs this, and if anyone interested in implementing it all. 0 Share this post Link to post
Gibbon Posted October 17, 2021 Why wouldn't you just strafe one way or the other? 0 Share this post Link to post
rfomin Posted October 17, 2021 33 minutes ago, lisiczka said: when you press A and move to left, and press D at the same time, you move to the right instead of stopping all together. That's how it works most of the time. It seems that you pressed two buttons during the same tic, which is not hard, it's only 35 tics per second. The ports you've tried are actually very concerned with keeping the classic movement and "feel" of the game. You can try Doom Legacy or Doomsday (I'm very conservative myself, so not sure). 0 Share this post Link to post
lisiczka Posted October 17, 2021 4 hours ago, Gibbon said: Why wouldn't you just strafe one way or the other? I do, most of the time. 4 hours ago, rfomin said: That's how it works most of the time. It seems that you pressed two buttons during the same tic, which is not hard, it's only 35 tics per second. The ports you've tried are actually very concerned with keeping the classic movement and "feel" of the game. You can try Doom Legacy or Doomsday (I'm very conservative myself, so not sure). Definitely not during the same tick. To clarify because of poor wording on my side: Quote when you press A and move to left, and press D at the same time while still holding A, you move to the right instead of stopping all together. 0 Share this post Link to post
mikeday Posted October 18, 2021 I just tested simultaneous left and right strafing in Chocolate, Crispy, Woof and PrBoom+. In all cases the opposite strafes canceled each other, resulting in zero strafing. I suspect that this behavior might be keyboard-dependent. Perhaps some designs don't allow for simultaneous A and D presses and instead one has priority over the other. In your case it's the D key. 1 Share this post Link to post
Gibbon Posted October 18, 2021 (edited) 7 hours ago, mikeday said: I just tested simultaneous left and right strafing in Chocolate, Crispy, Woof and PrBoom+. In all cases the opposite strafes canceled each other, resulting in zero strafing. I suspect that this behavior might be keyboard-dependent. Perhaps some designs don't allow for simultaneous A and D presses and instead one has priority over the other. In your case it's the D key. It is probably inherited from SDL2 Edit: Nope, Boom had it also apparently as my g_game.c is pretty much from Boom 2.02 on ReBOOM. Happens there too. Edited October 18, 2021 by Gibbon 0 Share this post Link to post
fabian Posted October 18, 2021 From the source code it should be possible for strafe-left and strafe-right to cancel out each other back to no side movement: https://github.com/chocolate-doom/chocolate-doom/blob/5ad017e1713e0fccf33706757b57c17ccd700882/src/doom/g_game.c#L416 0 Share this post Link to post
Graf Zahl Posted October 18, 2021 I tried such a thing in the early 2000's. It played like shit so it got canned very quickly. 1 Share this post Link to post
Astronomical Posted October 18, 2021 Why would you want null canceling? I don't see the benefits of it as a feature 0 Share this post Link to post
Gibbon Posted October 18, 2021 1 hour ago, Graf Zahl said: I tried such a thing in the early 2000's. It played like shit so it got canned very quickly. Agreed, I don't like it so I'll probably remove this. Left or right. 0 Share this post Link to post
ketmar Posted October 19, 2021 and i came here thinking that we'll talk about NULLs in programming languages, and about getting rid of that misfeature… 0 Share this post Link to post
Dark Pulse Posted October 20, 2021 On 10/19/2021 at 2:52 AM, ketmar said: and i came here thinking that we'll talk about NULLs in programming languages, and about getting rid of that misfeature… Or about fighting games. Thought this thread was about to go full Daigo. 0 Share this post Link to post
Gibbon Posted October 22, 2021 On 10/19/2021 at 8:52 AM, ketmar said: and i came here thinking that we'll talk about NULLs in programming languages, and about getting rid of that misfeature… You can get rid of it. Use 0 instead XD 0 Share this post Link to post
ketmar Posted October 27, 2021 On 10/22/2021 at 7:32 AM, Gibbon said: You can get rid of it. Use 0 instead XD doesn't work with SQL… :-( 1 Share this post Link to post
JackBoi Posted December 8, 2021 (edited) i know im quite a bit late to this topic, however i'd like to say that i think this is a very good idea. i play a multiplayer game called "team fortress 2" quite a bit, and the players there noticed that when they want to change directions they tend to press 2 opposing movement keys together or not press any movement keys for a short moment, meaning in both cases the player isnt changing directions as fast as they possibly can, meaning you are at a disadvantage. in team fortress 2 there's a script almost everyone uses that does this, and it really helps movement on the faster characters, or when you need to quickly switch directions midair. i think this could be applied to doom as well, since i find myself lifting both a and d off the keyboard before switching directions when i move. i'd LOVE to see this as an option in sourceports as its one of my favorite things in team fortress 2 that just cant be done in any other game. 0 Share this post Link to post