New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Melee feels jerky and unresponsive #446
Comments
This has been reported before, and for the life of me I can't figure out what's causing the problem. If anyone has any idea, please let me know, as I continue to investigate... 😣 |
I'm not exactly sure am I right or not, but for me, it feels like there are two possible cases:
Melee attack range seems to be fine, though. |
Thanks for the info Julia. I've poured through the code, starting with |
No problem! Another things that comes to mind:
|
Can't you test on old Doom Retro versions Brad? To see where it started? I do remember having trouble hitting monsters a long time ago in DR but I thought it was like that in vanilla. |
No, I haven't tried this yet. It looks like I'll have to. To be honest, I'm having trouble noticing the problem. |
Is there really a problem? I can punch to death the 3 imps in the outside area of MAP01 without taking damage. |
Exactly. One thing that may cause people to think there is a problem is the way blood is generated on contact. Blood is spawned at different positions when compared to Vanilla DOOM. |
I must disagree here, there is definitely an issue with hit registry and accuracy. |
For larger enemies or for smaller, too? Punches or chainsaw? |
All the above. Doomretro's melee altogether is wildly inconsistent. |
Hm, noticed another thing: in DR, killed enemy immediately becomes non-solid, while in vanilla there is a very short moment before removing In other words: in DR it is possible to walk through falling on the ground dead monster, while in vanilla monster becomes non-solid only after hitting the ground. It does not seems to be related to this case, but... Could it make a sense when killing more than one monster in melee attacks? |
I was waiting for someone to notice this! 😁 Very early on in DR's development I made this change, liked it, and it has stayed. It allows for more fluid movement imho, and in DR I don't need to worry about demo compatibility. I believe it doesn't affect this issue in any way though. |
Ah, heh, yeah, it definitely brings some blaze, especially in thin map ares with chainsaw. :) @ice44 could you please explain as wider as possible what exactly feels wrong and how it should feels? I start to get a feeling that I may be wrong in my very first suggestion, or I'm thinking in wrong direction... |
@JNechaevsky Your first suggestion is pretty much spot on, Horizontal auto-targeting sounds like the problem, The hit area is extremely narrow relative to say, Chocolate Doom. |
This code was originally taken from PrBoom+, but looking at the original code in Vanilla Doom, and the code in ZDoom, it would appear that these values have been swapped. I can't be sure which is correct as I don't understand the math. More testing is required, and this could potentially be the cause of the melee problems in issue #446. Can anybody who actually reads these notes please shed some light on this?
This is an issue I've had with Doom Retro for quite a while now, but gave up on.
I'd like to ask you if you could take a look at the melee behavior and contemplate revamping it so it plays like vanilla Doom.
The text was updated successfully, but these errors were encountered: