MantisBT - Zandronum
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0000207Zandronum[All Projects] Suggestionpublic2010-11-25 01:392016-04-17 23:30
Anonymous 
 
normalfeatureN/A
closeddenied 
MicrosoftWindowsXP/Vista/7
98d 
 
0000207: New compat Flag : Vanilla Style Autoaim
Autoaim is heavily nerfed in Skulltag as compared to Vanilla Doom. This'll help Old-doomers feel right at home.
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? autoaim_test_01.wad (2,116) 2011-04-22 06:21
/tracker/file_download.php?file_id=256&type=bug
Issue History
2010-11-25 01:39AnonymousNew Issue
2010-12-10 22:23TIHanNote Added: 0000718
2011-04-22 06:16unknownnaNote Added: 0001406
2011-04-22 06:16unknownnaStatusnew => feedback
2011-04-22 06:21unknownnaFile Added: autoaim_test_01.wad
2011-04-22 06:34unknownnaNote Edited: 0001406bug_revision_view_page.php?bugnote_id=1406#r737
2016-04-17 23:30Ru5tK1ngNote Added: 0014726
2016-04-17 23:30Ru5tK1ngStatusfeedback => closed
2016-04-17 23:30Ru5tK1ngResolutionopen => denied

Notes
(0000718)
TIHan   
2010-12-10 22:23   
You probably need to take this up with ZDoom first.
(0001406)
unknownna   
2011-04-22 06:16   
(edited on: 2011-04-22 06:34)
Under which circumstances is the vanilla autoaim more accurate than the (G)ZDoom/Skulltag one? From what I can tell, it's actually the other way around. Load the test WAD in Chocolate Doom/(G)ZDoom/Skulltag and compare for yourself. In (G)ZDoom/Skulltag, the player is able to hit the voodoo doll (even with compat_hitscan set to 1) in both maps, i.e., MAP01 and MAP02. MAP01 barely works in Chocolate Doom and MAP02 doesn't work at all. I'm going to assume that Doom2.exe behaves like Chocolate Doom in this regard.

(0014726)
Ru5tK1ng   
2016-04-17 23:30   
Considering the autoaim behavior is the same between GZdoom and Zandronum, this is something that should ZDoom has to take up.