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How is jumping going to be handled?

I see that Joe (I think) had implemented jumping into Eternity, which is cool, but with Doom's physics, it doesn't always work properly. You can't jump on tall steps unless you're already propelled. On the flipside, it's too easy to jump on monsters. In Hexen and ZDoom, this is harder to pull off, making it less easy to escape Demon or Ettin ambushes for example.

Does Hexen get around the tall-step issue by using air control? But how does Strife do it? It seems to be different there, because I don't remember being able to jump backwards on a step, but only forwards. A check whether there's a tall step in front of you?

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printz said:

I see that Joe (I think) had implemented jumping into Eternity, which is cool, but with Doom's physics, it doesn't always work properly. You can't jump on tall steps unless you're already propelled. On the flipside, it's too easy to jump on monsters. In Hexen and ZDoom, this is harder to pull off, making it less easy to escape Demon or Ettin ambushes for example.

Does Hexen get around the tall-step issue by using air control? But how does Strife do it? It seems to be different there, because I don't remember being able to jump backwards on a step, but only forwards. A check whether there's a tall step in front of you?

Strife applies a *very* small amount of friction to players in the air and allows a tiny bit of air control in order to make it possible to hop up onto ledges without initial forward momentum leaving the ground (fixing this issue in Chocolate Strife brought the IWAD demo into sync).

I am not sure how Hexen handles it. When support for Hexen and Strife are finalized, this issue will be addressed in Eternity by specification of jumping properties in the player class.

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