MantisBT - Zandronum
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0000101Zandronum[All Projects] Suggestionpublic2010-10-11 21:112018-09-30 23:05
unknownna 
Qent 
lowminorN/A
closedfixed 
MicrosoftWindowsXP/Vista/7
98c 
2.02.0 
0000101: backport compatibility flags update from ZDoom r2340, r2341 | COMPAT_HITSCAN, COMPAT_WALLRUN
It'd be nice to have these in Skulltag as quickly as possible, particularly the 'COMPAT_WALLRUN' one.
'http://zdoom.org/Changelog/2340/files [^]'
'http://zdoom.org/Changelog/2341/files [^]'
No tags attached.
has duplicate 0000192closed Torr Samaho compat_hitscan implementation tweak to replicate oldschool damage more effectively 
child of 0001490closed Torr Samaho Backport ZDoom 2.5.0 
Issue History
2010-10-11 21:11unknownnaNew Issue
2010-10-11 21:32unknownnaNote Added: 0000342
2010-10-11 22:37TIHanNote Added: 0000343
2011-02-02 13:13unknownnaNote Added: 0000926
2011-02-02 13:17unknownnaNote Edited: 0000926bug_revision_view_page.php?bugnote_id=926#r436
2011-02-02 13:17unknownnaNote Edited: 0000926bug_revision_view_page.php?bugnote_id=926#r437
2011-02-03 13:54unknownnaNote Edited: 0000926bug_revision_view_page.php?bugnote_id=926#r453
2011-02-18 20:52unknownnaRelationship addedhas duplicate 0000192
2012-08-30 14:13ZzZomboNote Added: 0004518
2012-08-30 20:27Torr SamahoNote Added: 0004527
2012-08-31 01:54ZzZomboNote Added: 0004529
2012-09-01 11:47Torr SamahoStatusnew => acknowledged
2012-09-01 11:47Torr SamahoResolutionopen => backport later
2012-10-07 17:02AlexMaxNote Added: 0005038
2012-10-07 17:03AlexMaxNote Added: 0005039
2012-10-08 00:33unknownnaNote Added: 0005049
2013-01-31 03:26StrikerMan780Note Added: 0005883
2013-01-31 06:21Torr SamahoNote Added: 0005887
2013-01-31 22:49StrikerMan780Note Added: 0005899
2013-01-31 23:58Ru5tK1ngNote Added: 0005900
2013-02-01 00:00Ru5tK1ngNote Edited: 0005900bug_revision_view_page.php?bugnote_id=5900#r3221
2013-02-01 07:04Torr SamahoNote Added: 0005902
2013-02-02 06:09Ru5tK1ngNote Added: 0005908
2013-02-02 06:11Ru5tK1ngNote Edited: 0005908bug_revision_view_page.php?bugnote_id=5908#r3232
2013-02-02 06:11Ru5tK1ngNote Edited: 0005908bug_revision_view_page.php?bugnote_id=5908#r3233
2013-02-02 06:12Ru5tK1ngNote Edited: 0005908bug_revision_view_page.php?bugnote_id=5908#r3234
2013-10-13 19:30ArcoRelationship addedchild of 0001490
2013-12-08 12:47Torr SamahoStatusacknowledged => needs testing
2013-12-08 12:47Torr SamahoTarget Version => 2.0
2013-12-11 00:02QentNote Added: 0007694
2014-02-09 18:41QentNote Edited: 0007694bug_revision_view_page.php?bugnote_id=7694#r4483
2014-02-09 18:41QentStatusneeds testing => resolved
2014-02-09 18:41QentFixed in Version => 2.0-beta
2014-02-09 18:41QentResolutionbackport later => fixed
2014-02-09 18:41QentAssigned To => Qent
2015-01-23 04:56Blzut3Fixed in Version2.0-beta => 2.0
2018-09-30 23:05Blzut3Statusresolved => closed

Notes
(0000342)
unknownna   
2010-10-11 21:32   
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.

(0004518)
ZzZombo   
2012-08-30 14:13   
Zandronum has these flags. Close the ticket please.
(0004527)
Torr Samaho   
2012-08-30 20:27   
Zandronum has compat_hitscan?
(0004529)
ZzZombo   
2012-08-31 01:54   
compat_hitscan was confused with compat_oldrandom, sorry.
(0005038)
AlexMax   
2012-10-07 17:02   
What exactly does compat_hitscan do? Is this the X-Doom tweak described in this post, because if so compat_oldrandom is a superior implementation.

'http://www.altdeath.com/fluxbb/viewtopic.php?pid=135#p135 [^]'
(0005039)
AlexMax   
2012-10-07 17:03   
I linked the wrong post. Here is the correct one.

'http://www.altdeath.com/fluxbb/viewtopic.php?pid=141#p141 [^]'
(0005049)
unknownna   
2012-10-08 00:33   
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.
(0005883)
StrikerMan780   
2013-01-31 03:26   
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.
(0005887)
Torr Samaho   
2013-01-31 06:21   
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?
(0005899)
StrikerMan780   
2013-01-31 22:49   
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.

(0005902)
Torr Samaho   
2013-02-01 07:04   
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.