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IDProjectCategoryView StatusDate SubmittedLast Update
0001329Zandronum[All Projects] Suggestionpublic2013-04-25 00:152018-09-30 21:34
ReporterQent 
Assigned ToDusk 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target Version1.3Fixed in Version1.3 
Summary0001329: New actor flag to stop horizontally autoaiming projectiles
Description+WEAPON.NOAUTOAIM prevents vertical autoaim, but projectiles (like Skulltag's Grenade Launcher) still autoaim horizontally if fired close enough to the side of an enemy. For fast projectiles that simulate bullets, there should be a flag +WEAPON.NOHORIZONTALAUTOAIM that disables horizontal autoaim.
Additional InformationZDoom does disable horizontal autoaim when +WEAPON.NOAUTOAIM is set. This is incorrect in my opinion, because grenade-like weapons in a mod with other autoaiming weapons should disable only vertical autoaim, not horizontal.
Attached Files

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-  Notes
User avatar (0006294)
Watermelon (developer)
2013-04-25 04:37
edited on: 2014-10-03 16:28

This is a major complaint I get from the competitive player base a lot as well

Do we need to go the zdoom route?
User avatar (0006295)
Ivan (reporter)
2013-04-25 15:51
edited on: 2014-10-03 16:28

This behavior is most noticable in Samsara. Go as Duke Nukem, shoot something with his shotgun in a coop game and you'll notice all the blood splats are perfectly lined up, this is due to the fact that they are all automatically aimed horizontally, and looks really lame.

I really support this request, I hope something gets done about this.
User avatar (0006297)
Sicamore (reporter)
2013-04-25 16:46
edited on: 2014-10-03 16:28

This is a big issue for modders. I suggest adding two flags, nohorizontalautoaim and noverticalautoaim as opposed to noautoaim for vertical and another for horizontal. Others may be confused as to why noautoaim is not called noverticalautoaim for zandronum if it only accounts for the y direction .

User avatar (0006298)
Qent (updater)
2013-04-25 16:57
edited on: 2014-10-03 16:28

Quote from Watermelon
This is a major complaint I get from the competitive player base a lot as well
How is that possible? There are no vanilla Doom weapons that have the +WEAPON.NOAUTOAIM flag.

Quote from Watermelon
Do we need to go the zdoom route?
No, because WEAPON.NOAUTOAIM is a Skulltag feature that was ported to ZDoom. Zandronum's behavior is more correct for weapons like the Skulltag Grenade Launcher, which, according to reports I've heard, is impossible to replicate in ZDoom.
User avatar (0006299)
Watermelon (developer)
2013-04-25 17:24
edited on: 2014-10-03 16:28

Quote
How is that possible? There are no vanilla Doom weapons that have the +WEAPON.NOAUTOAIM flag.


Competitive doesn't always mean strictly vanilla, when you play it enough you just eventually know what they want and wouldn't want. It's an interesting community.
Though there are vanilla purists who would not want to see it in competition, but I think they died when the duel scene died out.
Most are NS with some OS that are conducive to competitive play.

Quote
No, because WEAPON.NOAUTOAIM is a Skulltag feature that was ported to ZDoom. Zandronum's behavior is more correct for weapons like the Skulltag Grenade Launcher, which, according to reports I've heard, is impossible to replicate in ZDoom.

In this case, we shall wait for the almighty Torr to see if he's fine with it to go ahead. If so I'm pretty sure I would know how to add this feature.
User avatar (0006301)
NeuralStunner (reporter)
2013-04-25 22:58
edited on: 2014-10-03 16:28

Personally I'd follow ZDoom's behavior (no autoaim at all) and add a flag to *allow* horizontal aim locking. IMO it's best to have ZDoom compatibility where we can. (I know I'd be annoyed with my weapons acting differently between ports that the mod is intended to support.)
User avatar (0006302)
Qent (updater)
2013-04-26 05:02
edited on: 2014-10-03 16:28

Oh, that's a clever idea. Though it would "break" weapons that used the old behavior, it's not a very big effect (just look how long it took for it to be noticed at all).
User avatar (0008841)
Stall (reporter)
2014-06-04 03:11
edited on: 2014-10-03 16:28

For the competitive, this is extremely annoying to deal with. Sometimes I would like to lead my rockets ahead of someone, just to find out that the autoaim kicked in and making the rocket shoot right at them. Thus leading to a missed shot. You know how much we enjoy missing shots.

User avatar (0010201)
Catastrophe (reporter)
2014-08-14 03:47
edited on: 2014-10-03 16:28

Please fix this, I cannot emphasize how frustrating it is making projectile based weapons with this getting in the way all the time. If it says no autoaim, it means no autoaim. I don't know who in their right mind would want horizontal autoaiming on but not vertical. Just turn that off please.

Both competitive and mod players want this in. You have the entire community supporting this. So please add this for 1.3.

User avatar (0010230)
Torr Samaho (administrator)
2014-08-24 19:42
edited on: 2014-10-03 16:28

Quote from Catastrophe
Both competitive and mod players want this in.

0001329:0008841 clearly shows that at least some competitive players are talking about something completely different form what this ticket is about. The flag has absolutely no effect on the rocket launcher, so changing it will not change the rocket launcher in any way, shape or form.

Still, I agree that the name NOAUTOAIM suggests that no auto aim should happen at all. Neither horizontally nor vertically.
User avatar (0010232)
Catastrophe (reporter)
2014-08-24 20:06
edited on: 2014-10-03 16:28

From my understanding, competitive players would like a cvar that stops weapons from horizontal autoaiming.

While modders want the flag +NOAUTOAIM to actually disable horizontal autoaiming.
User avatar (0010233)
Blzut3 (administrator)
2014-08-25 02:33
edited on: 2014-10-03 16:28

As far as competitive play with the rocket launcher is concerned, my opinion is if you want no horizontal auto aim you should turn off auto aiming altogether. It's part of the trade off of having aim assist. If the discussion is in the context of stiff-neck servers, I will note that the reason they're stiff-neck is to be more vanilla which implies a requirement horizontal auto aiming as well.

But as Torr says this is off topic from the flag.
User avatar (0010303)
Dusk (developer)
2014-09-29 01:50
edited on: 2014-10-03 16:28

Notes to self:

- the issue is to be fixed by making +NOAUTOAIM disable horizontal autoaim
- no flag for re-enabling horizontal autoaim will be added (doesn't make sense to keep a minuscule side effect of autoaiming when +NOAUTOAIM is on)
- as a result, the old Skulltag grenade launcher will drop its horizontal autoaiming
- the issue is specific to Zandronum. ZDoom does not have the problem, as it has its own implementation of +NOAUTOAIM.

User avatar (0010315)
cobalt (updater)
2014-10-03 16:28
edited on: 2014-10-03 18:14

Issue addressed by commit fe9a657ebd89: - fixed: +WEAPON.NOAUTOAIM did not disable horizontal autoaim, fixes 1329. Issue resolved by porting over ZDoom code, thus no comments with initials.
Committed by Teemu Piippo [Dusk] on Monday 29 September 2014 12:07:30

no files modified, no lines added, no lines removed
Files changed: docs/zandronum-history.txt src/p_mobj.cpp

User avatar (0010321)
Dusk (developer)
2014-10-03 18:41

Sorry about all the noise in the issue history, a fix test managed to go a bit wrong there.
User avatar (0010323)
Arco (updater)
2014-10-03 20:59

Works correctly in v1.3 r141003-1656.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Qent Watermelon Sicamore TerminusEst13 lollipop WaTaKiD Stall Soul rosking swordgrunt Esum Leonard Catastrophe Combinebobnt ZzZombo Ivan Argentum HumanBones Ru5tK1ng mifu Popsoap The Toxic Avenger
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2013-04-25 00:15 Qent New Issue
2013-04-25 04:37 Watermelon Note Added: 0006294
2013-04-25 15:51 Ivan Note Added: 0006295
2013-04-25 16:46 Sicamore Note Added: 0006297
2013-04-25 16:50 Sicamore Note Edited: 0006297 View Revisions
2013-04-25 16:51 Sicamore Note Edited: 0006297 View Revisions
2013-04-25 16:57 Qent Note Added: 0006298
2013-04-25 17:24 Watermelon Note Added: 0006299
2013-04-25 22:58 NeuralStunner Note Added: 0006301
2013-04-26 05:02 Qent Note Added: 0006302
2014-06-04 03:11 Stall Note Added: 0008841
2014-06-04 03:12 Stall Note Edited: 0008841 View Revisions
2014-06-15 16:45 Watermelon Status new => acknowledged
2014-08-14 03:47 Catastrophe Note Added: 0010201
2014-08-14 04:12 Catastrophe Note Edited: 0010201 View Revisions
2014-08-24 19:16 Dusk Assigned To => Dusk
2014-08-24 19:16 Dusk Status acknowledged => assigned
2014-08-24 19:42 Torr Samaho Note Added: 0010230
2014-08-24 20:06 Catastrophe Note Added: 0010232
2014-08-25 02:33 Blzut3 Note Added: 0010233
2014-09-29 01:50 Dusk Note Added: 0010303
2014-09-29 01:51 Dusk Note Edited: 0010303 View Revisions
2014-09-29 09:13 Dusk Status assigned => needs review
2014-10-03 16:28 cobalt Note Edited: 0006294 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0006295 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0006298 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0006299 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0010201 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0010230 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0010232 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0010233 View Revisions
2014-10-03 16:28 cobalt Note Edited: 0010303 View Revisions
2014-10-03 16:28 cobalt Status needs review => needs testing
2014-10-03 16:28 cobalt Note Added: 0010315
2014-10-03 18:14 Dusk Note Edited: 0010315 View Revisions
2014-10-03 18:36 cobalt Reporter Qent => Dusk
2014-10-03 18:36 cobalt Assigned To Dusk =>
2014-10-03 18:36 cobalt Severity feature => minor
2014-10-03 18:36 cobalt Reproducibility N/A => have not tried
2014-10-03 18:36 cobalt Status needs testing => confirmed
2014-10-03 18:36 cobalt Category Suggestion => Bug
2014-10-03 18:36 cobalt Summary New actor flag to stop horizontally autoaiming projectiles => Test ticket
2014-10-03 18:36 cobalt Description Updated View Revisions
2014-10-03 18:38 Dusk Reporter Dusk => Qent
2014-10-03 18:38 Dusk Assigned To => Dusk
2014-10-03 18:38 Dusk Severity minor => feature
2014-10-03 18:38 Dusk Reproducibility have not tried => N/A
2014-10-03 18:38 Dusk Status confirmed => needs testing
2014-10-03 18:38 Dusk Category Bug => Suggestion
2014-10-03 18:38 Dusk Target Version => 1.3
2014-10-03 18:38 Dusk Summary Test ticket => New actor flag to stop horizontally autoaiming projectiles
2014-10-03 18:38 Dusk Description Updated View Revisions
2014-10-03 18:40 cobalt Status needs testing => confirmed
2014-10-03 18:41 Dusk Note Added: 0010321
2014-10-03 18:41 Dusk Status confirmed => needs testing
2014-10-03 20:59 Arco Note Added: 0010323
2014-10-03 20:59 Arco Status needs testing => resolved
2014-10-03 20:59 Arco Fixed in Version => 1.3
2015-03-22 17:50 Edward-san Status resolved => closed
2015-03-22 17:50 Edward-san Resolution open => fixed
2015-03-22 17:51 Edward-san Status closed => resolved
2018-09-30 21:34 Blzut3 Status resolved => closed






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