Helixhorned, on 29 July 2012 - 05:19 AM, said:
This is a subtle difference that could be considered a bug, though EDuke32's behavior seems more logical to me. I'm wondering if it has practical implications. Why would anyone want to do this?
No idea, but it's within the realm of possibility.
It
would seem more logical to me, except that the Seenine, Exploding Barrel, Gun Powder Barrel, Mortar Shell, Bounce Mine, etc, do not cause it to collapse. So it really just seems kind of arbitrary that the Ooz Filter is the only tangible explosive that causes it. This game engine is just riddled with subtleties and arbitrary compatibilities of this sort. It's quite frustrating at times (like the explosion effects in general, my god).
Unfortunately, these differences between the two versions of the game require me to double-test virtually everything... although I usually try to test in DOS only, at least when it's convenient enough to deal with.
Edit: And things get stranger still. Suddenly the Ooz Filter
is working in DOS, and causing
FEM textures to collapse. I have no idea why. In fact, I tested the exact same map twice in EDuke32, and got different results from the Ooz Filter both times. Maybe the actor simply wasn't initiating itself ("seeing" the player) quickly enough to respond to the explosion. In any case, the two versions of the game are equally inconsistent here, so you can ignore this whole issue.
Was the original source code held together with duct tape?