Bug #736
Player acceleration and movement
100%
Description
Make sure that player acceleration when walking and running matches the original behavior.
Check control binding staging.
This may also be related to
https://sourceforge.net/tracker/?func=detail&aid=2158277&group_id=74815&atid=542099
Labels: Gameplay
History
#1 Updated by skyjake about 15 years ago
Side-by-side comparisons show identical behavior between 1.8.6 and beta6 head.
#2 Updated by danij about 15 years ago
How about changing strafe direction? I seem to recall that last I tested this that player seemed too 'weighty' as if deceleration was taking slightly longer.
#3 Updated by skyjake about 15 years ago
That's probably because strafing shouldn't be time-staged while turning is, and when the Strafe key is held down the turn control is used for sidestep (making it time-staged).
I'll try changing the setup so that turning is not used at all for sidestepping. Instead, binding conditions are used for detecting when Alt is held so the sidestep control can always be used for strafing.
#4 Updated by skyjake about 15 years ago
Separated sidestepping and turning controls for beta6.8.
#5 Updated by danij about 15 years ago
That fixed it. The games are controlling much more like their vanilla cousins now.
#6 Updated by danij about 15 years ago
This isn't yet resolved I'm sorry to say.
Today I noticed that attempting to circle strafe using the default WASD bindings that it seems like the staged turning is having an effect on the turn arc. The outcome being that now my circle strafe would be better described as a "hexagonal strafe".
#7 Updated by skyjake about 15 years ago
I'm not exactly sure what you mean but I can do some more side-by-side runs.
So are you first strafing with, say, D, and then you start turning with the Left key, or what exactly are you doing? (While running?)
#8 Updated by skyjake about 15 years ago
W+D, I mean.
#9 Updated by danij about 15 years ago
Whilst running forward (+W) I am attempting to strafe right (+D) and at the same time turn left by moving my mouse left.
#10 Updated by skyjake over 14 years ago
I am unable to do anything about this at the moment due to not having a suitable reference to check the behavior against.
#11 Updated by danij over 14 years ago
Anything I can do to assist? If its a case of not being able to compare vs the original game: are you aware that Chocolate DOOM is available for Mac: https://sourceforge.net/projects/chocolate-doom/files/chocolate-doom/1.3.0/
#12 Updated by skyjake over 14 years ago
I might check that out, but as this bug report is not in my top priority list currently, please feel free to tweak the acceleration and movement if you think you've got a handle on what/how it's doing things wrong.
#13 Updated by skyjake almost 13 years ago
Turning vs. movement has been addressed. Next up: friction.
#14 Updated by skyjake over 12 years ago
Fixed for 1.9.7 stable: sharp toggle events, late processing, sharp movement logic.