I still haven't heard a sound argument as for why bigwalls should be ignored in orthogonal directions but considered as movement-blocking in diagonal-direction.
I haven't heard a sound argument saying otherwise.
I said my arguments and SupSuper said his, if you don't consider them sound, it's your decision to make.
I say: If the Triton being walk-able is an intentional change over the original game, this should be realized with a proper MCD-modification of the Triton and not by having inconsistencies in the path-finding-logic. I did this MCD-modification and changed the full-bigwalls on the wings into ones that only block towards the inside of the Triton.
It's not about the stupid Triton!
It's about thousands of maps modders have made over the years, using this functionality, under these assumptions.
These maps WILL behave different, which is absolutely unwanted by OXC/OXCE devs.
Unless someone can make a compelling argument, showing a concrete example where this kind of behavior could deliberately be wanted, I'll continue to consider my change in that regard as a bug-fix.
What can I say.
We will consider your change a game-breaking bug.
I read about enemies being stuck in the ground several times and I think that this inconsistency is a likely reason for this.
This is at least the fifth time you "have a suspicion" that some random vaguely described behavior is definitely connected to a change you have made two days ago.
It's called confirmation bias.
It wasn't the case the first 5 times and it very likely won't be the case this time.
Unless you can provide at least some evidence, we assume it is correct and you have to prove otherwise. Not the other way around.
Calling any difference an incompatibility is also quite the stretch in my book. What I meant when asking this question was whether there's game-breaking-bugs like crashes or the AI being unable to cope with the ruleset of that mod in a way that makes them non-threat anymore.
Differences in Leeroy Jenkins, Sniper-Spotter and Picking up items all depend on my AI being enabled. It should be kinda obvious that enabling the AI that is the entire point of the separate client, will lead to different behavior compared to the original AI. And unless the differences in behavior lead to the AI being incapable of doing their job at posing a threat to the player, like prepriming leading to self-nuking did because it was special explode-in-hand-grenades, I do not consider that an incompatibility in the sense of what I'm asking for here.
Of course.
Everything can be exploited in one way or another... as you have already found out, since you have changed your decisions back and forth many times (judging mostly by the changelog).
If you disable modder's decisions about let's say picking up items, there will be consequences.
Let's say Dioxine wants enemies to pick up Plasma Rifles, but not Blue Chips.
If your engine ignores these settings, enemies will start picking up Blue Chips and be rendered non-threat.
Everything has consequences.
Nothing is for free.
Also the question isn't whether the two engines are compatible. The question is whether the two engines are compatible with the same mods. Differences between how the mod is experienced in either engine depend on what the engine does with it.
Sorry, but that's not how I define compatibility... maybe my definition is also extreme... but then yours is the opposite extreme.
If the same mods do different/opposite things under different engines... then calling them compatible is simply wrong (IMO).
Why would modders even bother modding, if they don't have control over the outcome?