MantisBT - Zandronum
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0000277Zandronum[All Projects] Bugpublic2011-02-02 02:072018-09-30 22:29
TheMisterCat 
Torr Samaho 
normalminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
3.03.0 
0000277: Bouncing collision detection on the Z axis
With ANY bouncing flags, if a projectile hits the top of an actors hitbox, it won't bounce away, rather, it will fall inside the actor, losing all momentum.

This will happen if

a) the bouncer has +BOUNCEONACTORS and hits a shootable actor
b) the bouncer is a regular projectile which hits a nonshootable actor
c) pretty much any time it doesn't enter its death or crash states.

This issue has not been fixed in zdoom or gzdoom.

Take one bouncing projectile, fire it at an angle which will cause it to land on an actor from above. ???, profit.
Example wad: [url]http://www.mediafire.com/?7qs106ou08vnq0c[/url]

A bouncer with the +CANPASS flag is capable of recognizing an actors Z height, however, it still loses all vertical momentum when it touches one.
Bouncing, collision, physics, projectiles
child of 0002172closed Torr Samaho Upgrade GZDoom base to 1.8.6 
Issue History
2011-02-02 02:07TheMisterCatNew Issue
2011-02-02 03:29unknownnaNote Added: 0000921
2011-02-02 05:25TheMisterCatNote Added: 0000923
2012-03-01 07:14TIHanNote Added: 0002725
2012-04-26 20:40unknownnaNote Added: 0003453
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-08-05 14:51Torr SamahoNote Added: 0004266
2012-08-05 14:51Torr SamahoStatusnew => acknowledged
2012-08-05 14:51Torr SamahoResolutionopen => backport later
2015-04-05 07:25WaTaKiDRelationship addedchild of 0002172
2015-04-05 07:26WaTaKiDTarget Version => 3.0
2015-05-09 13:57DuskStatusacknowledged => assigned
2015-05-09 13:57DuskAssigned To => Torr Samaho
2015-05-09 13:58DuskStatusassigned => needs testing
2015-05-11 19:59HypnotoadNote Added: 0012244
2015-05-11 20:06WaTaKiDStatusneeds testing => resolved
2015-05-11 20:06WaTaKiDResolutionbackport later => fixed
2015-05-11 20:06WaTaKiDFixed in Version => 3.0
2018-09-30 22:29Blzut3Statusresolved => closed

Notes
(0000921)
unknownna   
2011-02-02 03:29   
Sounds like a duplicate of:

'http://www.skulltag.com/forum/viewtopic.php?f=33&t=26582 [^]'
'http://forum.zdoom.org/viewtopic.php?f=2&t=26804 [^]'
(0000923)
TheMisterCat   
2011-02-02 05:25   
Yes, I just thought it might be worth adding to the new bug tracker.
(0002725)
TIHan   
2012-03-01 07:14   
This should be closed as it is not a Skulltag issue. ALLOWBOUNCEACTORS is not even in Skulltag yet, so the example wad breaks.
(0003453)
unknownna   
2012-04-26 20:40   
'http://zdoom.org/Changelog/3596/files [^]'

* Fixed: Bouncing missiles landing on an actor would just stop rather than bounce.

'http://zdoom.org/Changelog/3597/files [^]'

* Implicitly set MF2_PASSMOBJ when BounceType is used in an actor definition so that actors under or above the bouncer can be checked for bouncing.

'http://zdoom.org/Changelog/3598/files [^]'

* On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not be the best idea.
(0004266)
Torr Samaho   
2012-08-05 14:51   
Needs to be backported later.
(0012244)
Hypnotoad   
2015-05-11 19:59   
I tested the example wad provided in 3.0, the actors bounce successfully on the shootable soulspheres, indicating that this is fixed in 3.0.