bradharding / doomretro

The classic, refined DOOM source port. For Windows PC.
https://www.doomretro.com
GNU General Public License v3.0
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[Bug] Is there any way to switch barrel physics to be like vanilla/boom? #813

Closed andrikpowell closed 1 year ago

andrikpowell commented 1 year ago

Hey Brad,

Here we are again... I'm sure you remember me complaining about barrels not working correctly in 200 Line Massacre MAP07, but here we are again with Hell Revealations MAP07.

So let me explain the setup of what this map does. So I've implemented a sort of "no monsters" way of completing the map, even though it uses "Dead Simple" tags.

This is what the setup looks like: HRs MAP07 setup

Basically it requires 3 barrels with the red barrel at the bottom being a keen object. Since this project already uses dehacked and is very tight of dehacked frames, I just made a simple object with 2 frames including the keen functionality. When the player starts the map, they walk over a tag 86 crusher start line. Keep in the mind the right crusher is lower than the one on the left. When the right crusher explodes the barrel, it pushes the barrel to the right over towards that cubby hole. If there are monsters, a lost soul is there and the barrel with bounce off it, doing nothing. However if you are playing on nomo, the barrel gets pushed in the cubby hole, walking over a lift line that lowers tag 87. You may note that barrels can trigger walkover lines like monsters. When the tag 87 lift lowers, the left tag 86 crusher finally crushes its barrel, meaning that the keen is killed and opens the nomo only 666 tag door.

HRs nomo door

Now the problem is that I think in Doom Retro the barrels are like more powerful or something and end up killing the lost soul and walking over the lift line when they are not supposed to?

I'm not exactly sure except for the nomo door opens in Doom Retro when there are monsters while in every other port it stays closed.

bradharding commented 1 year ago

Thanks. I'll check this out when I can.

andrikpowell commented 1 year ago

Just wanted to mention that cf7fa7f fixes HRs MAP07.

I did put together a test map to make this easier to test. In "no monsters" mode, the door should open, while when monsters are present, it should stay closed.

Just wanted to send this, since I whipped up a map for quick testing (warp to MAP07): https://drive.google.com/file/d/157oCC2R10jHg3rfh5rxQRrHkeWQm9wvt/view?usp=share_link

bradharding commented 1 year ago

Awesome! :grin: