Vanilla enough to be used as a "vanilla" mapping target? No, there are an incalculable number of maps created over the years that claim to be vanilla, limit-removing, or BOOM compatible and yet have had bugs in them because whoever made them only tested them in ZDoom. Is the difference really that big as people say ? It's grafs way or the highway on that one. Though there is one stand out difference, GZDoom actively blocks user level control of ghost monsters. Does this come up normally? Well not yet but they certainly don't work. GZDoom can't ever run a lingortal, for example. It was only recently discovered and fixed that monsters were still propelled vertically even when vertical explosion radius was disabled. There's also numerous other situations that we haven't even considered over the years. Can you see that difference, even after it being pointed out to you? Not under normal conditions but it's certainly there. Yes, there are differences, yes they can even be noticeable, however what's different and what you actively perceive as different are two different things.įor example, no matter what you change, GZDoom is now permanently using double precision floating point math, its physics can never line up with that of any vanilla port. You are asking too technical of a question and won't ever get a satisfying answer. But it works for you grasping a little what is the difference.įor a proper, more technically detailed answer you will have to wait for some of the source ports developers out there to be interested on explaining it. Gameplay wise, GZDoom engine Doom stric is pretty much really similar to the original vanilla behaviour, but its not the same.ĭo take note that what i explained above may be unacurrated to some point, as that is data and info i remember from memory that i read through all these years. Not the proper explanation of it, but is kinda for you understanding what was changed. So when you see a demo in doom, you are seeing other guy playing on your pc through this table. When a demo is played, the engine reads this table and make the player move acording to it. Pretty much most of the old mapsets that use it are aproved to have the trick working, but you can't achieve it ''vanilla style'' on your own map testing on gzdoom.Īside from that, there are some tweaks on the collision and how the physics are implemented i think, that were changes or improved for better playability but for the same reason, breaking demo compatibility, and so, that makes it not vanilla friendly at all.Ī demo is not a video, a demo is kinda like sheet music, is a table of cordinates and movements the player record and can share with other players. You can only use it IF Graf thinks your project is good enough to be a staple on the community. One little example is that you can't achieve the ghost monster bug/trick on gzdoom.
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