MantisBT - Zandronum
View Issue Details
0002539Zandronum[All Projects] Bugpublic2015-12-04 02:512018-09-30 21:52
Beed28 
Torr Samaho 
lowminoralways
closedfixed 
MicrosoftWindows 10
3.0-beta 
3.03.0 
0002539: Some weapon projectiles not making decals in Contra Doom
In Contra Doom, some of the player's weapons aren't making decals when their projectiles hit the wall, even though decals are defined in DECALDEF for those projectiles. When running the mod in Zandronum, the default gun, the Spread Shot, Homing Missile, and Laser weapons don't make decals while the Crusher Missile, the Flamethrower, and using bombs do.

This problem isn't present when playing on (G)ZDoom, all weapons correctly make decals there.
* Download Contra Doom b06 (http://zandronum.com/forum/showthread.php?tid=5955)
* Load contra_doom_b06.pk3 in the Zandronum 3.0 beta.
* Make sure decals are enabled (cl_maxdecals 1024).
* Shoot your weapons at a wall, preferably with the default gun, the Spread Shot, the Homing Missile, or the Laser. Notice how they're not making decals.
* Kill some enemies. Notice how they still have blood splatter on the walls.
* Get the Flamethrower or Crusher Missile and shoot them at a wall. Notice how they make decals.
No tags attached.
? bouncingdecaltest.wad (4,785) 2016-11-21 10:30
https://zandronum.com/tracker/file_download.php?file_id=1965&type=bug
Issue History
2015-12-04 02:51Beed28New Issue
2015-12-13 14:51DuskNote Added: 0013986
2015-12-13 14:51DuskStatusnew => confirmed
2016-11-21 06:06EmpyreNote Added: 0016234
2016-11-21 07:12Torr SamahoNote Added: 0016238
2016-11-21 07:12Torr SamahoAssigned To => Torr Samaho
2016-11-21 07:12Torr SamahoStatusconfirmed => feedback
2016-11-21 07:13Torr SamahoNote Edited: 0016238bug_revision_view_page.php?bugnote_id=16238#r9877
2016-11-21 10:30EmpyreFile Added: bouncingdecaltest.wad
2016-11-21 10:36EmpyreNote Added: 0016243
2016-11-21 10:43Edward-sanNote Added: 0016245
2016-11-21 11:08Edward-sanNote Edited: 0016245bug_revision_view_page.php?bugnote_id=16245#r9879
2016-11-21 13:06Edward-sanNote Added: 0016247
2016-11-21 13:06Edward-sanStatusfeedback => assigned
2016-11-21 13:36Edward-sanNote Edited: 0016247bug_revision_view_page.php?bugnote_id=16247#r9885
2016-11-21 13:43Edward-sanNote Edited: 0016247bug_revision_view_page.php?bugnote_id=16247#r9886
2016-11-21 19:22Torr SamahoNote Added: 0016262
2016-11-21 19:23Torr SamahoStatusassigned => needs testing
2016-11-21 19:23Torr SamahoTarget Version => 3.0
2016-11-21 22:28WaTaKiDNote Added: 0016279
2016-11-25 06:59Torr SamahoNote Added: 0016316
2016-12-17 03:13Ru5tK1ngNote Added: 0016515
2016-12-18 21:15Ru5tK1ngNote Edited: 0016515bug_revision_view_page.php?bugnote_id=16515#r9987
2016-12-18 21:15Ru5tK1ngStatusneeds testing => resolved
2016-12-18 21:15Ru5tK1ngResolutionopen => fixed
2016-12-18 21:15Ru5tK1ngFixed in Version => 3.0
2018-09-30 21:52Blzut3Statusresolved => closed

Notes
(0013986)
Dusk   
2015-12-13 14:51   
GZDoom 1.8.6 also exhibits the problem while latest ZDoom does not. So I guess there's something to backport here.
(0016234)
Empyre   
2016-11-21 06:06   
I have noticed the same problem in my opweapons. The 2 projectiles that bounce don't leave their decals that they have defined in DECALDEF, but they work correctly in ZDoom. It is the primary fire of the SSG and rocket launcher that are affected.
Soon, I'll be uploading opweapons_v9.pk3, which adds the DECALDEF lump, and I could then post a link here, if you like. Or, I could make a wad with only the custom SSG and a test map.
(0016238)
Torr Samaho   
2016-11-21 07:12   
(edited on: 2016-11-21 07:13)
Quote from Empyre

Or, I could make a wad with only the custom SSG and a test map.

That would be great.

(0016243)
Empyre   
2016-11-21 10:36   
OK, bouncingdecaltest.wad uploaded. For me, it does not work in Zandronum 2.1.2, but it does work in ZDoom 2.8.0. I hope somebody else can do more thorough testing than I can.
(0016245)
Edward-san   
2016-11-21 10:43   
(edited on: 2016-11-21 11:08)
I can't reproduce in latest 3.0 beta with the example wad. How about you?

[edit] I can see that with Contra Doom some weapons don't decal, but this happens also with GZDoom 1.8.6. Latest zdoom doesn't have this problem, so I guess there's a backport we must do.

(0016247)
Edward-san   
2016-11-21 13:06   
(edited on: 2016-11-21 13:43)
Backporting'https://bitbucket.org/Torr_Samaho/zandronum-zdoom-sync/commits/45ef156780fbe6caf641af550acbaed78fd406a1 [^]' fixes the problem offline.

[edit] It works also online, I used the wrong binary to test.

[edit2] If it's backported, then'https://bitbucket.org/Torr_Samaho/zandronum-zdoom-sync/commits/800b0a484820083ec3d02e1115e2d16db5787ceb [^]' must be backported because of side effect.

(0016262)
Torr Samaho   
2016-11-21 19:22   
I backported the changesets. Since the first required manual adjustments I pushed them to the sandbox, so that this can be tested before it's included in the main repo.
(0016279)
WaTaKiD   
2016-11-21 22:28   
this 3.0 build contains the above commits: 'https://www.dropbox.com/s/vlv4cjxpuphjzj7/zandronum-3.0-r141125-1549-e1681d6-windows.zip?dl=0 [^]'
(0016316)
Torr Samaho   
2016-11-25 06:59   
Did anybody have a chance to test this yet?
(0016515)
Ru5tK1ng   
2016-12-17 03:13   
(edited on: 2016-12-18 21:15)
I tested and working with 3.0 perfectly online/offline.