MantisBT - Zandronum
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0001329Zandronum[All Projects] Suggestionpublic2013-04-25 00:152018-09-30 21:34
Qent 
Dusk 
normalfeatureN/A
closedfixed 
MicrosoftWindowsXP/Vista/7
1.0 
1.31.3 
0001329: New actor flag to stop horizontally autoaiming projectiles
+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.
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.
No tags attached.
Issue History
2013-04-25 00:15QentNew Issue
2013-04-25 04:37WatermelonNote Added: 0006294
2013-04-25 15:51IvanNote Added: 0006295
2013-04-25 16:46SicamoreNote Added: 0006297
2013-04-25 16:50SicamoreNote Edited: 0006297bug_revision_view_page.php?bugnote_id=6297#r3474
2013-04-25 16:51SicamoreNote Edited: 0006297bug_revision_view_page.php?bugnote_id=6297#r3475
2013-04-25 16:57QentNote Added: 0006298
2013-04-25 17:24WatermelonNote Added: 0006299
2013-04-25 22:58NeuralStunnerNote Added: 0006301
2013-04-26 05:02QentNote Added: 0006302
2014-06-04 03:11StallNote Added: 0008841
2014-06-04 03:12StallNote Edited: 0008841bug_revision_view_page.php?bugnote_id=8841#r4796
2014-06-15 16:45WatermelonStatusnew => acknowledged
2014-08-14 03:47CatastropheNote Added: 0010201
2014-08-14 04:12CatastropheNote Edited: 0010201bug_revision_view_page.php?bugnote_id=10201#r5523
2014-08-24 19:16DuskAssigned To => Dusk
2014-08-24 19:16DuskStatusacknowledged => assigned
2014-08-24 19:42Torr SamahoNote Added: 0010230
2014-08-24 20:06CatastropheNote Added: 0010232
2014-08-25 02:33Blzut3Note Added: 0010233
2014-09-29 01:50DuskNote Added: 0010303
2014-09-29 01:51DuskNote Edited: 0010303bug_revision_view_page.php?bugnote_id=10303#r5574
2014-09-29 09:13DuskStatusassigned => needs review
2014-10-03 16:28cobaltNote Edited: 0006294bug_revision_view_page.php?bugnote_id=6294#r5580
2014-10-03 16:28cobaltNote Edited: 0006295bug_revision_view_page.php?bugnote_id=6295#r5582
2014-10-03 16:28cobaltNote Edited: 0006298bug_revision_view_page.php?bugnote_id=6298#r5584
2014-10-03 16:28cobaltNote Edited: 0006299bug_revision_view_page.php?bugnote_id=6299#r5586
2014-10-03 16:28cobaltNote Edited: 0010201bug_revision_view_page.php?bugnote_id=10201#r5587
2014-10-03 16:28cobaltNote Edited: 0010230bug_revision_view_page.php?bugnote_id=10230#r5589
2014-10-03 16:28cobaltNote Edited: 0010232bug_revision_view_page.php?bugnote_id=10232#r5591
2014-10-03 16:28cobaltNote Edited: 0010233bug_revision_view_page.php?bugnote_id=10233#r5593
2014-10-03 16:28cobaltNote Edited: 0010303bug_revision_view_page.php?bugnote_id=10303#r5594
2014-10-03 16:28cobaltStatusneeds review => needs testing
2014-10-03 16:28cobaltNote Added: 0010315
2014-10-03 18:14DuskNote Edited: 0010315bug_revision_view_page.php?bugnote_id=10315#r5596
2014-10-03 18:36cobaltReporterQent => Dusk
2014-10-03 18:36cobaltAssigned ToDusk =>
2014-10-03 18:36cobaltSeverityfeature => minor
2014-10-03 18:36cobaltReproducibilityN/A => have not tried
2014-10-03 18:36cobaltStatusneeds testing => confirmed
2014-10-03 18:36cobaltCategorySuggestion => Bug
2014-10-03 18:36cobaltSummaryNew actor flag to stop horizontally autoaiming projectiles => Test ticket
2014-10-03 18:36cobaltDescription Updatedbug_revision_view_page.php?rev_id=5598#r5598
2014-10-03 18:38DuskReporterDusk => Qent
2014-10-03 18:38DuskAssigned To => Dusk
2014-10-03 18:38DuskSeverityminor => feature
2014-10-03 18:38DuskReproducibilityhave not tried => N/A
2014-10-03 18:38DuskStatusconfirmed => needs testing
2014-10-03 18:38DuskCategoryBug => Suggestion
2014-10-03 18:38DuskTarget Version => 1.3
2014-10-03 18:38DuskSummaryTest ticket => New actor flag to stop horizontally autoaiming projectiles
2014-10-03 18:38DuskDescription Updatedbug_revision_view_page.php?rev_id=5599#r5599
2014-10-03 18:40cobaltStatusneeds testing => confirmed
2014-10-03 18:41DuskNote Added: 0010321
2014-10-03 18:41DuskStatusconfirmed => needs testing
2014-10-03 20:59ArcoNote Added: 0010323
2014-10-03 20:59ArcoStatusneeds testing => resolved
2014-10-03 20:59ArcoFixed in Version => 1.3
2015-03-22 17:50Edward-sanStatusresolved => closed
2015-03-22 17:50Edward-sanResolutionopen => fixed
2015-03-22 17:51Edward-sanStatusclosed => resolved
2018-09-30 21:34Blzut3Statusresolved => closed

Notes
(0006294)
Watermelon   
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   
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   
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   
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.
(0006299)
Watermelon   
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.
(0006301)
NeuralStunner   
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   
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   
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   
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   
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.
(0010232)
Catastrophe   
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   
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   
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   
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   
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   
2014-10-03 20:59   
Works correctly in v1.3 r141003-1656.