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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0001329 | Zandronum | [All Projects] Suggestion | public | 2013-04-25 00:15 | 2018-09-30 21:34 | ||||
Reporter | Qent | ||||||||
Assigned To | Dusk | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | fixed | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 1.0 | ||||||||
Target Version | 1.3 | Fixed in Version | 1.3 | ||||||
Summary | 0001329: 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 Information | ZDoom 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 | |||||||||
Notes | |
(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? |
(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. |
(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 . |
(0006298) Qent (updater) 2013-04-25 16:57 edited on: 2014-10-03 16:28 |
Quote from WatermelonHow is that possible? There are no vanilla Doom weapons that have the +WEAPON.NOAUTOAIM flag. Quote from WatermelonNo, 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. |
(0006299) Watermelon (developer) 2013-04-25 17:24 edited on: 2014-10-03 16:28 |
Quote 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 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. |
(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.) |
(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). |
(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. |
(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. |
(0010230) Torr Samaho (administrator) 2014-08-24 19:42 edited on: 2014-10-03 16:28 |
Quote from Catastrophe 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. |
(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. |
(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. |
(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. |
(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 |
(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. |
(0010323) Arco (updater) 2014-10-03 20:59 |
Works correctly in v1.3 r141003-1656. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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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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