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>> No.5379571 [View]
File: 78 KB, 640x480, skew.png [View same] [iqdb] [saucenao] [google]
5379571

>>5379184
The last, I hope, piece of this particular autism.

I think, the picture to the left is self-explanatory enough.

Let us suppose that in DN3D, once upon development, falling damage didn't have that +/-2 random factor to it, while having otherwise largely the same jumping/falling code. Then, assuming eduke32 is accurate enough to vanilla game in terms of falling damage, executing first jump, as described in >>5379184, would cost you precisely 13hp, the second jump (controlled fall) would cost you precisely 27 hp, provided you land on the LEFT side on the opening, as depicted in the picture attached to this post. That leaves you with 60 hp, provided you started with 100 hp and no armor. If you jump from the left (higher) side of the opening, that will cost you exactly the remaining 60 hp, you die, if you jump from the right (lower) side of the opening, that costs you 59 hp, you live. The sole thing that allowed you to reach chasm floor alive under those precise specified conditions, provided aforementioned assumptions correspond to reality, is that the floor is skewed to allow for that 1 hp difference in falling damage. Otherwise, without random factors, falling damage numbers add up to 100.

I sure really genuinely hope to never do any more testing in this particular room ever again. Yep.

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