Jumping on splashed terrains need some more strict vertical and player's radius cheching.
Example: I can stand on the edge of nearest high object (without touching a liquid), make a jump and hear a splash sound, but it must not happens.
Traditionally, here's how it looks: https://youtu.be/3toO2mUWEp0
Map file from video: https://1drv.ms/u/s!Akj1GftRhTs2grkbcQyakQ9mL4raiA (D2/Map01, may be useful).
NB: LAVA1 has missing sound, and SLIME12 uses "splash", not "glurp" sound, but according to recent commit it will be fixed: https://github.com/3dfxdev/hyper3DGE/commit/a63f57f53836f192e5ce5fe92ca3c4db1944c574
Despite Hollywood's best attempts, lava is NOT a liquid as far as anything less dense than granite is concerned. You will NOT make a splash in lava if you jumped into it. You cannot swim in lava like Minecraft. As far as an actually person is concerned, there's no difference between lava and dry concrete. You wouldn't expect concrete to go "sploosh!", would you? :)
I'll look into the rest. There were bound to be vertical/radius issues with the code. Thanks for the map - having maps like this make it MUCH easier to check the problems. 8)
Thanks for clarification! I'm agreed completelly. :)
Yes, it will be better if LAVA and SLIME12 will use simple burning sound like "hisss", not light or hard liquid. Hexen game have these sounds, just take a look inside archive.
ACID5 for "hisss", MUCK5 for hard liquids: https://1drv.ms/u/s!Akj1GftRhTs2grpQCXjq-QbIxQf2FA
Also, it may sounds good if SLIME05 will use "MUCK5" sound.
Have not played Minecraft, though. For me it is too late to play that kind of games. :)