MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0000101 | Zandronum | [All Projects] Suggestion | public | 2010-10-11 21:11 | 2018-09-30 23:05 |
|
Reporter | unknownna | |
Assigned To | Qent | |
Priority | low | Severity | minor | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 98c | |
Target Version | 2.0 | Fixed in Version | 2.0 | |
|
Summary | 0000101: backport compatibility flags update from ZDoom r2340, r2341 | COMPAT_HITSCAN, COMPAT_WALLRUN |
Description | It'd be nice to have these in Skulltag as quickly as possible, particularly the 'COMPAT_WALLRUN' one. |
Steps To Reproduce | |
Additional Information | 'http://zdoom.org/Changelog/2340/files [^]'
'http://zdoom.org/Changelog/2341/files [^]' |
Tags | No tags attached. |
Relationships | has duplicate | 0000192 | closed | Torr Samaho | compat_hitscan implementation tweak to replicate oldschool damage more effectively | child of | 0001490 | closed | Torr Samaho | Backport ZDoom 2.5.0 |
|
Attached Files | |
|
Issue History |
Date Modified | Username | Field | Change |
2010-10-11 21:11 | unknownna | New Issue | |
2010-10-11 21:32 | unknownna | Note Added: 0000342 | |
2010-10-11 22:37 | TIHan | Note Added: 0000343 | |
2011-02-02 13:13 | unknownna | Note Added: 0000926 | |
2011-02-02 13:17 | unknownna | Note Edited: 0000926 | bug_revision_view_page.php?bugnote_id=926#r436 |
2011-02-02 13:17 | unknownna | Note Edited: 0000926 | bug_revision_view_page.php?bugnote_id=926#r437 |
2011-02-03 13:54 | unknownna | Note Edited: 0000926 | bug_revision_view_page.php?bugnote_id=926#r453 |
2011-02-18 20:52 | unknownna | Relationship added | has duplicate 0000192 |
2012-08-30 14:13 | ZzZombo | Note Added: 0004518 | |
2012-08-30 20:27 | Torr Samaho | Note Added: 0004527 | |
2012-08-31 01:54 | ZzZombo | Note Added: 0004529 | |
2012-09-01 11:47 | Torr Samaho | Status | new => acknowledged |
2012-09-01 11:47 | Torr Samaho | Resolution | open => backport later |
2012-10-07 17:02 | AlexMax | Note Added: 0005038 | |
2012-10-07 17:03 | AlexMax | Note Added: 0005039 | |
2012-10-08 00:33 | unknownna | Note Added: 0005049 | |
2013-01-31 03:26 | StrikerMan780 | Note Added: 0005883 | |
2013-01-31 06:21 | Torr Samaho | Note Added: 0005887 | |
2013-01-31 22:49 | StrikerMan780 | Note Added: 0005899 | |
2013-01-31 23:58 | Ru5tK1ng | Note Added: 0005900 | |
2013-02-01 00:00 | Ru5tK1ng | Note Edited: 0005900 | bug_revision_view_page.php?bugnote_id=5900#r3221 |
2013-02-01 07:04 | Torr Samaho | Note Added: 0005902 | |
2013-02-02 06:09 | Ru5tK1ng | Note Added: 0005908 | |
2013-02-02 06:11 | Ru5tK1ng | Note Edited: 0005908 | bug_revision_view_page.php?bugnote_id=5908#r3232 |
2013-02-02 06:11 | Ru5tK1ng | Note Edited: 0005908 | bug_revision_view_page.php?bugnote_id=5908#r3233 |
2013-02-02 06:12 | Ru5tK1ng | Note Edited: 0005908 | bug_revision_view_page.php?bugnote_id=5908#r3234 |
2013-10-13 19:30 | Arco | Relationship added | child of 0001490 |
2013-12-08 12:47 | Torr Samaho | Status | acknowledged => needs testing |
2013-12-08 12:47 | Torr Samaho | Target Version | => 2.0 |
2013-12-11 00:02 | Qent | Note Added: 0007694 | |
2014-02-09 18:41 | Qent | Note Edited: 0007694 | bug_revision_view_page.php?bugnote_id=7694#r4483 |
2014-02-09 18:41 | Qent | Status | needs testing => resolved |
2014-02-09 18:41 | Qent | Fixed in Version | => 2.0-beta |
2014-02-09 18:41 | Qent | Resolution | backport later => fixed |
2014-02-09 18:41 | Qent | Assigned To | => Qent |
2015-01-23 04:56 | Blzut3 | Fixed in Version | 2.0-beta => 2.0 |
2018-09-30 23:05 | Blzut3 | Status | resolved => closed |
Notes |
|
|
Note: I don't expect any of these backporting suggestions to make it into 98d. |
|
|
(0000343)
|
TIHan
|
2010-10-11 22:37
|
|
There have been quite a bit of backport requests lately. IMO, I would wait a bit until Skulltag starts updating the actual ZDoom revisions to a certain point, preferrably after r2000s. |
|
|
(0000926)
|
unknownna
|
2011-02-02 13:13
(edited on: 2011-02-03 13:54) |
|
Since you've been adding more Vanilla compatibility to Skulltag lately, would it be possible to backport these compat flags? The compat_hitscan flag would be a great addition to the compat_oldrandom flag.
0000192 is also a duplicate of this and 0000031.
|
|
|
|
Zandronum has these flags. Close the ticket please. |
|
|
|
Zandronum has compat_hitscan? |
|
|
|
compat_hitscan was confused with compat_oldrandom, sorry. |
|
|
|
|
|
|
|
|
|
Quote from AlexMax What exactly does compat_hitscan do?
'http://www.zdoom.org/wiki/CVARs:Configuration [^]'
Quote from ZDoom Wiki ZDoom fixed a couple of bugs in the hitscan trace routines, which had the effect of making hitscan attacks more efficient overall as in the original code they would sometimes "magically" miss. The first is that it is a monster's cross-section, rather than its bounding box, that is used to check for impact; this makes attacks with a limited range (especially player melee attacks) unlikely to hit very wide monsters. The second is the blockmap bug: if an actor crosses block boundaries and its center is in a different block than the one in which the impact happens, then there is no collision at all, letting attacks pass through it harmlessly. If enabled, this option restores the original, flawed behavior. |
|
|
|
I'd like to see that get backported, as Zandronum still has the Blockmap bug with hitscans, and It's a major problem in one of my projects, due to some of the maps being huge. |
|
|
|
Quote from StrikerMan780 as Zandronum still has the Blockmap bug with hitscans Just to clarify: As far as I understand this flag, compat_hitscan does not fix the blockmap bug, but restores the blockmap bug Vanilla Doom had. Overall, enabling the flag will make some hits miss that would have it.
Having this clarified, is this what the supporters want? Can somebody who is very familiar with the Vanilla Doom feel confirm that enabling the flag in ZDoom improves the behavior? |
|
|
|
I just thought it would imply that the Fixed hitscan/blockmap behavior would be backported along with this, as that's what the compatflag disables. |
|
|
(0005900)
|
Ru5tK1ng
|
2013-01-31 23:58
(edited on: 2013-02-01 00:00) |
|
Quote Just to clarify: As far as I understand this flag, compat_hitscan does not fix the blockmap bug, but restores the blockmap bug Vanilla Doom had. Overall, enabling the flag will make some hits miss that would have it.
I was under the impression that there was more to this flag than the blockmap bug. Aside from the blockmap fix, what other changes occurred in the hitscan code? What other changes to the hitscan code or weapon behavior would this compatflag induce?
I suppose it is worth a shot to have a knowledgeable player(s) observe the feel of the flag in ZDoom.
|
|
|
|
Quote from StrikerMan780 I just thought it would imply that the Fixed hitscan/blockmap behavior would be backported along with this, as that's what the compatflag disables. As far as I can tell Zandronum already has this fix: compat_hitscan only affects FPathTraverse::AddThingIntercepts and in case compat_hitscan is false, Zandronum's implementation of this function is identical to ZDoom.
Quote from Ru5tK1ng What other changes to the hitscan code or weapon behavior would this compatflag induce?
0000101:0005049 is a detailed description of the effects.
Quote from Ru5tK1ng I suppose it is worth a shot to have a knowledgeable player(s) observe the feel of the flag in ZDoom.
Yeah, that would be great. |
|
|
(0005908)
|
Ru5tK1ng
|
2013-02-02 06:09
(edited on: 2013-02-02 06:12) |
|
After testing with HumanBones, it's been concluded that compat_hitscan does not alter the weapon behavior in any significant way other than introducing the blockmap bug. From our findings, the ZDoom ssg is inherently stronger when compared to Zandronum. Perhaps there is something else within the code that affects the weapon behavior aside from RNG? In any case, since the use of this flag has been fully understood and cleared up, implementation should occur with the ZDoom overhaul planned for 2.0 as currently planned.
|
|
|
(0007694)
|
Qent
|
2013-12-11 00:02
(edited on: 2014-02-09 18:41) |
|
Both compat_hitscan effects work as advertised. What should be the effects of the wallrunning changes? It has something to do with diagonal walls.
EDIT: Wallrunning against diagonal walls feels more jittery in 2.0 and vanilla than in 1.2.
|
|