Yay, more stuff!
Absolutely not harmless for MP or demos, since you could use it to hit a target that is too far away or too obscured for auto-aim to lock on to, and not on the same vertical level as you are. The obvious example is Doom 2 MAP30, where if you aim down slightly from the top of the lift you can hit the BossBrain with rockets. But you went with a conservative default already, so no problem.
** Fix slopes for bullets and missiles that would not have hit a target anyway. This means that missed shots will now go into the actual vertical direction looked into. However, auto-aim will still work and guide shots to their aim. This feature is only enabled in single-player games (though probably harmless).
Hm, that one should be fine, but you would know more about it than I would.
* Monster death sprites and corpses are now flipped randomly. While the idea is stolen from Doom Retro, the implementation is completely different. The flipping decision is based on the value of thing->health, which is randomized in Doom, since all damage done by weapons is already randomized. Once a monster is dead (i.e. thing->flags & MF_CORPSE), this value remains constant. Although probably harmless, this feature is also only available in single-player games.
(edit: As clever as that method for choosing whether to flip corpses is, it does have one flaw. Some weapons, notably the fists and chainsaw, will always deal damage in even numbers, meaning enemies killed with these weapons will always fall to the same side. This is easy enough to verify on MAP01 of Doom 2 if you grab the chainsaw and saw your way through the level.)
Anyhow speaking of demos and safe features, I just recorded a demo with the GIT build of Crispy 1.1 from the bug tracker, and it's desyncing. I'm 99% sure that it's not Crispy Doom at fault, since it plays back with the same desync in PrBoom+, Chocolate Doom, and Crispy Doom, and I know demo desyncs happen sometimes. But I thought I'd mention it anyways.
Anyhow will check this out more thoroughly soon, for now I'll say that having coloured blood and now flipped corpses in a vanilla-ish port is really great, I think it adds a lot to the visual presentation.
Last edited by plums on Apr 10 2014 at 11:02