MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0002539 | Zandronum | [All Projects] Bug | public | 2015-12-04 02:51 | 2018-09-30 21:52 |
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Reporter | Beed28 | |
Assigned To | Torr Samaho | |
Priority | low | Severity | minor | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows 10 | OS Version | |
Product Version | 3.0-beta | |
Target Version | 3.0 | Fixed in Version | 3.0 | |
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Summary | 0002539: Some weapon projectiles not making decals in Contra Doom |
Description | 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. |
Steps To Reproduce | * 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. |
Additional Information | |
Tags | No tags attached. |
Relationships | |
Attached Files | bouncingdecaltest.wad (4,785) 2016-11-21 10:30 https://zandronum.com/tracker/file_download.php?file_id=1965&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2015-12-04 02:51 | Beed28 | New Issue | |
2015-12-13 14:51 | Dusk | Note Added: 0013986 | |
2015-12-13 14:51 | Dusk | Status | new => confirmed |
2016-11-21 06:06 | Empyre | Note Added: 0016234 | |
2016-11-21 07:12 | Torr Samaho | Note Added: 0016238 | |
2016-11-21 07:12 | Torr Samaho | Assigned To | => Torr Samaho |
2016-11-21 07:12 | Torr Samaho | Status | confirmed => feedback |
2016-11-21 07:13 | Torr Samaho | Note Edited: 0016238 | bug_revision_view_page.php?bugnote_id=16238#r9877 |
2016-11-21 10:30 | Empyre | File Added: bouncingdecaltest.wad | |
2016-11-21 10:36 | Empyre | Note Added: 0016243 | |
2016-11-21 10:43 | Edward-san | Note Added: 0016245 | |
2016-11-21 11:08 | Edward-san | Note Edited: 0016245 | bug_revision_view_page.php?bugnote_id=16245#r9879 |
2016-11-21 13:06 | Edward-san | Note Added: 0016247 | |
2016-11-21 13:06 | Edward-san | Status | feedback => assigned |
2016-11-21 13:36 | Edward-san | Note Edited: 0016247 | bug_revision_view_page.php?bugnote_id=16247#r9885 |
2016-11-21 13:43 | Edward-san | Note Edited: 0016247 | bug_revision_view_page.php?bugnote_id=16247#r9886 |
2016-11-21 19:22 | Torr Samaho | Note Added: 0016262 | |
2016-11-21 19:23 | Torr Samaho | Status | assigned => needs testing |
2016-11-21 19:23 | Torr Samaho | Target Version | => 3.0 |
2016-11-21 22:28 | WaTaKiD | Note Added: 0016279 | |
2016-11-25 06:59 | Torr Samaho | Note Added: 0016316 | |
2016-12-17 03:13 | Ru5tK1ng | Note Added: 0016515 | |
2016-12-18 21:15 | Ru5tK1ng | Note Edited: 0016515 | bug_revision_view_page.php?bugnote_id=16515#r9987 |
2016-12-18 21:15 | Ru5tK1ng | Status | needs testing => resolved |
2016-12-18 21:15 | Ru5tK1ng | Resolution | open => fixed |
2016-12-18 21:15 | Ru5tK1ng | Fixed in Version | => 3.0 |
2018-09-30 21:52 | Blzut3 | Status | resolved => closed |
Notes |
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(0013986)
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Dusk
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2015-12-13 14:51
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GZDoom 1.8.6 also exhibits the problem while latest ZDoom does not. So I guess there's something to backport here. |
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(0016234)
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Empyre
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2016-11-21 06:06
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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. |
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(0016238)
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Torr Samaho
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2016-11-21 07:12
(edited on: 2016-11-21 07:13) |
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Quote from Empyre
Or, I could make a wad with only the custom SSG and a test map.
That would be great.
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(0016243)
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Empyre
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2016-11-21 10:36
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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. |
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(0016245)
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Edward-san
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2016-11-21 10:43
(edited on: 2016-11-21 11:08) |
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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.
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(0016247)
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Edward-san
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2016-11-21 13:06
(edited on: 2016-11-21 13:43) |
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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. |
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Did anybody have a chance to test this yet? |
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(0016515)
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Ru5tK1ng
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2016-12-17 03:13
(edited on: 2016-12-18 21:15) |
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I tested and working with 3.0 perfectly online/offline.
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